2308 lines
39 KiB
Text
2308 lines
39 KiB
Text
#CONTENT
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#Ai value values
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#Trait compatibility thresholds
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#Ai value divergence thresholds
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#Ai value inverse
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#Retired values
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###################
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# Ai value values #
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###################
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# ai_honor 45
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# ai_zeal 28
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# ai_greed 24
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# ai_compassion 27
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# ai_boldness 42
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# ai_rationality 59
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# ai_vengefulness 28
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# ai_energy 84
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# ai_sociability 43
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very_low_positive_ai_value = 10
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low_positive_ai_value = 20
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medium_positive_ai_value = 35
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high_positive_ai_value = 50
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very_high_positive_ai_value = 75
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dominant_positive_ai_value = 200
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very_low_negative_ai_value = -10
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low_negative_ai_value = -20
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medium_negative_ai_value = -35
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high_negative_ai_value = -50
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very_high_negative_ai_value = -75
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dominant_negative_ai_value = -200
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#######################
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# trait compatibility #
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#######################
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#These values are balanced based on samples taken 2018-11-13. The data is found in the spreadsheet "Ai value divergence & trait compatibility" on the drive.
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#Note that they're balanced for adults only.
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high_negative_trait_compatibility = -31 #About 8% of characters will have compatibility below this value for average character
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medium_negative_trait_compatibility = -16 #About 21% of characters will have compatibility below this value for average character
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low_negative_trait_compatibility = -1 #About 43% of characters will have compatibility below this value for average character
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neutral_trait_compatibility = 0 # ~20% of chars are neutral towards average character
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low_positive_trait_compatibility = 1 # ~38% of chars has compatibility over this value for average character
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medium_positive_trait_compatibility = 11 # ~21% of chars has compatibility over this value for average character
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high_positive_trait_compatibility = 26 # ~8% of char has compatibility over this value for average character
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########################
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# ai_values_divergence #
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########################
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#These are balanced based on samples taken the 2018-03-28. The data is found in the spreadsheet "Ai value divergence" on the drive.
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#The values are only intended to be used for adults. Note that they
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very_low_ai_values_divergence = 150 #About 10% (>1 to 24%) of character will be at or below this value for the average character.
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low_ai_values_divergence = 200 #About 30% (3-57%) of characters will be at or below this value for the average character
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medium_ai_values_divergence = 250 #About 52% (10-85%) of characters will be at or below this value for the average character
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high_ai_values_divergence = 300 #About 71% (24-85%) of characters will be at or below this value for the average character
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very_high_ai_values_divergence = 350 #About 85% (46-98%) of characters will be at or below this value for the average character
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#Percentages in parentheses are the observed spans
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####################
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# Ai value inverse #
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####################
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high_positive_ai_value_inverse = {
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value = 1
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divide = high_positive_ai_value
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}
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high_negative_ai_value_inverse = {
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value = 1
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divide = high_negative_ai_value
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}
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###########
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# retired #
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###########
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######################
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# ai_value_modifiers #
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######################
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#For a character with a "high" ai value (see above), the product of ai_value * modifier_scripted_value should be:
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#High = 400
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#Medium = 200
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#Low = 100
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#Tiny = 50
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#Example: high positive ai value is 40. As high should return the product 400, the high_chance_impact_positive_ai_value should be 10.
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high_chance_impact_positive_ai_value = 10
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medium_chance_impact_positive_ai_value = 5
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low_chance_impact_positive_ai_value = 2.5
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tiny_chance_impact_positive_ai_value = 1.25
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high_chance_impact_negative_ai_value = -10
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medium_chance_impact_negative_ai_value = -5
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low_chance_impact_negative_ai_value = -2.5
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tiny_chance_impact_negative_ai_value = -1.25
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#################
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# old ai values #
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#################
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#Base:
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#max: having the top 3 personality traits
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#high: having the top 1 (not 100)
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#medium: having the top 2nd highest (or slightly higher if traits with this ai value is common)
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#low: 10/15/20 (depending on how common it is, this level should be quite common)
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#ai_boldness
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max_positive_boldness = 100 #brave (50) + ambitious (25) + fickle (25)
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high_positive_boldness = 50 #brave
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medium_positive_boldness = 25 #ambitious etc.
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low_positive_boldness = 10 #gregarious etc.
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max_negative_boldness = -100 #craven (-50) + calm (-25) + content (25)
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high_negative_boldness = -50 #craven
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medium_negative_boldness = -25 #content etc.
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low_negative_boldness = -10 #patient etc.
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#ai_compassion
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max_positive_compassion = 100 #compassionate (40) + generous (25) + forgiving (20)
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high_positive_compassion = 40 #compassionate
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medium_positive_compassion = 25 #generous
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low_positive_compassion = 10 #trusting/humble
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max_negative_compassion = -100 #sadistic (-100)
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high_negative_compassion = -40 #callous
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medium_negative_compassion = -25 #greedy (-20) + one of the 7 traits between -5 and -15
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low_negative_compassion = -15 #wrathful, arrogant etc.
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#ai_greed
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max_positive_greed = 100 #ambitious (50) + greedy (50)
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high_positive_greed = 50 #ambitious/greedy
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medium_positive_greed = 20 #gluttonous
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low_positive_greed = 10 #lustful/lazy
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max_negative_greed = -100 #generous (-50) + content (-25) + compassionate (-25)
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high_negative_greed = -50 #generous
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medium_negative_greed = -25 #content/compassionate/humble
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low_negative_greed = -10 #chaste or temperate (-20), all other are -25 or less
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#ai_energy
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max_positive_energy = 95 #diligent (50), brave (50)
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high_positive_energy = 50 #diligent
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medium_positive_energy = 25 #brave
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low_positive_energy = 15 #there are a 7 traits adding 10 and one 5
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max_negative_energy = -100 #content (-50), lazy (-50)
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high_negative_energy = -50 #content
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medium_negative_energy = -25 #craven
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low_negative_energy = -10 #4 traits using -10
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#ai_honor
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max_positive_honor = 100 #just (50) + honest (25) + compassionate (25)
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high_positive_honor = 50 #just
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medium_positive_honor = 25 #honest/compassionate
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low_positive_honor = 10 #generous, humble etc. 5 different traits
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max_negative_honor = -100 #sadistic (-100)
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high_negative_honor = -50 #arbitrary
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medium_negative_honor = -25 #callous/deceitful
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low_negative_honor = -10 #greedy/arrogant etc. 6 different traits
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#ai_rationality
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max_positive_rationality = 45 #cynical (20) + calm (15) + patient (10)
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high_positive_rationality = 20 #cynical
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medium_positive_rationality = 15 #calm (15)
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low_positive_rationality = 10 #patient etc. 4 different traits
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max_negative_rationality = -65 #fickle (-30) + zealous (-20) + wrathful (-15)
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high_negative_rationality = -30 #fickle
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medium_negative_rationality = -20 #zealous
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low_negative_rationality = -10 #impatient etc. 6 different traits
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#There are a lot of lifestyle/physical traits which have big impacts on rationality. Maybe throw the intellect_good_3 +30 and the intellect_bad_3 -30 into the list as the highest ranking traits? Especially important for the positive rationality, as many characters will become more rational with age (if progressing in a lifestyle)
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#ai_vengefulness
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max_positive_vengefulness = 90 #vengeful (50) + stubborn (30) + patient (10)
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high_positive_vengefulness = 50 #vengeful
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medium_positive_vengefulness = 20 #lowered to 20 so there are more ways to get above it than having vengeful or stubborn
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low_positive_vengefulness = 10 #patient/paranoid
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max_negative_vengefulness = -100 #forgiving (-50) + fickle (-30) + impatient (-10)
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high_negative_vengefulness = -50
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medium_negative_vengefulness = -30
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low_negative_vengefulness = -10
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#Note: there are very few traits which adjust vengefulness
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#ai_zeal
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max_positive_zeal = 85 #zealous (50), just (25), chaste (10)
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high_positive_zeal = 50 #zealous
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medium_positive_zeal = 25 #just
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low_positive_zeal = 10 #ambitious
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max_negative_zeal = -85 #cynical (-50), arbitrary (-25), lustful (-10)
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high_negative_zeal = -50 #cynical
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medium_negative_zeal = -25 #arbirary
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low_negative_zeal = -10 #lustful
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#There are a lot of other religious traits which have an impact, look at them?
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#ai_boldness:
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high_chance_impact_positive_boldness = 8
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medium_chance_impact_positive_boldness = 4
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low_chance_impact_positive_boldness = 2
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high_chance_impact_negative_boldness = -8
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medium_chance_impact_negative_boldness = -4
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low_chance_impact_negative_boldness = -2
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#ai_compassion:
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high_chance_impact_positive_compassion = 8
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medium_chance_impact_positive_compassion = 4
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low_chance_impact_positive_compassion = 2
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high_chance_impact_negative_compassion = -8
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medium_chance_impact_negative_compassion = -4
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low_chance_impact_negative_compassion = -2
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#ai_greed:
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high_chance_impact_positive_greed = 8
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medium_chance_impact_positive_greed = 4
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low_chance_impact_positive_greed = 2
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high_chance_impact_negative_greed = -8
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medium_chance_impact_negative_greed = -4
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low_chance_impact_negative_greed = -2
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#ai_energy:
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high_chance_impact_positive_energy = 8
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medium_chance_impact_positive_energy = 4
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low_chance_impact_positive_energy = 2
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high_chance_impact_negative_energy = -8
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medium_chance_impact_negative_energy = -4
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low_chance_impact_negative_energy = -2
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#ai_honor:
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high_chance_impact_positive_honor = 8
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medium_chance_impact_positive_honor = 4
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low_chance_impact_positive_honor = 2
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high_chance_impact_negative_honor = -8
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medium_chance_impact_negative_honor = -4
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low_chance_impact_negative_honor = -2
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#ai_rationality:
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high_chance_impact_positive_rationality = 8
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medium_chance_impact_positive_rationality = 4
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low_chance_impact_positive_rationality = 2
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high_chance_impact_negative_rationality = -8
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medium_chance_impact_negative_rationality = -4
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low_chance_impact_negative_rationality = -2
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#ai_vengefulness:
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high_chance_impact_positive_vengefulness = 8
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medium_chance_impact_positive_vengefulness = 4
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low_chance_impact_positive_vengefulness = 2
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high_chance_impact_negative_vengefulness = -8
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medium_chance_impact_negative_vengefulness = -4
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low_chance_impact_negative_vengefulness = -2
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#ai_zeal:
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high_chance_impact_positive_zeal = 8
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medium_chance_impact_positive_zeal = 4
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low_chance_impact_positive_zeal = 2
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high_chance_impact_negative_zeal = -8
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medium_chance_impact_negative_zeal = -4
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low_chance_impact_negative_zeal = -2
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halved_faction_power_threshold = {
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value = faction_power_threshold
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multiply = 0.5
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}
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# Budgets
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ai_war_chest_gold_minus_100 = {
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value = war_chest_gold
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add = -100
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min = 1
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}
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halved_ai_war_chest_gold = {
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value = war_chest_gold
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multiply = 0.5
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}
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excess_over_halved_ai_war_chest_gold = {
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value = war_chest_gold
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subtract = halved_ai_war_chest_gold_maximum
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}
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halved_ai_war_chest_gold_maximum = {
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value = war_chest_gold_maximum
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multiply = 0.5
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}
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quarter_ai_war_chest_gold = {
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value = war_chest_gold
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multiply = 0.25
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}
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excess_over_a_quarter_ai_war_chest_gold = {
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value = war_chest_gold
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subtract = quarter_ai_war_chest_gold_maximum
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}
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quarter_ai_war_chest_gold_maximum = {
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value = war_chest_gold_maximum
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multiply = 0.25
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}
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cautious_ai_minimum_war_chest_gold = {
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value = 50
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if = {
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limit = {
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highest_held_title_tier = tier_duchy
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}
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add = 100
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}
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else_if = {
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limit = {
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highest_held_title_tier = tier_kingdom
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}
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add = 200
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}
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else_if = {
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limit = {
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highest_held_title_tier = tier_empire
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}
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add = 300
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}
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max = war_chest_gold_maximum
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}
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excess_over_cautious_ai_minimum_war_chest_gold = {
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value = war_chest_gold
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subtract = cautious_ai_minimum_war_chest_gold
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}
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conqueror_safe_spending_gold = { # Conquerors generally want to keep more gold than their war chest maximum around, so they can wage more & longer wars
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value = war_chest_gold_maximum
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multiply = 2
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}
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# Calc rough opinion values.
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calc_rough_liege_opinion_value = {
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if = {
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limit = {
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opinion = {
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target = liege
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value >= 95
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}
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}
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add = 100
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 90
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}
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}
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add = 95
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 85
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}
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}
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add = 90
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 80
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}
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}
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add = 85
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 75
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}
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}
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add = 80
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 70
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}
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}
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add = 75
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 65
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}
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}
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add = 70
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 60
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}
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}
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add = 65
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 55
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}
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}
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add = 60
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 50
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}
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}
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add = 55
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 45
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}
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}
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add = 50
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 40
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}
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}
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add = 45
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 35
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}
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}
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add = 40
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 30
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}
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}
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add = 35
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 25
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}
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}
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add = 30
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 20
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}
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}
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add = 25
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 15
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}
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}
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add = 20
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 10
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}
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}
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add = 15
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 5
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}
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}
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add = 10
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= 0
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}
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}
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add = 5
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= -4
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}
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}
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add = 0
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}
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else_if = {
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limit = {
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opinion = {
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target = liege
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value >= -5
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}
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|
}
|
|
add = -5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -10
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -15
|
|
}
|
|
}
|
|
add = -15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -20
|
|
}
|
|
}
|
|
add = -20
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -25
|
|
}
|
|
}
|
|
add = -25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -30
|
|
}
|
|
}
|
|
add = -30
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -35
|
|
}
|
|
}
|
|
add = -35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -40
|
|
}
|
|
}
|
|
add = -40
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -45
|
|
}
|
|
}
|
|
add = -45
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -50
|
|
}
|
|
}
|
|
add = -50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -55
|
|
}
|
|
}
|
|
add = -55
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -60
|
|
}
|
|
}
|
|
add = -60
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -65
|
|
}
|
|
}
|
|
add = -65
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -70
|
|
}
|
|
}
|
|
add = -70
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -75
|
|
}
|
|
}
|
|
add = -75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -80
|
|
}
|
|
}
|
|
add = -80
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -85
|
|
}
|
|
}
|
|
add = -85
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -90
|
|
}
|
|
}
|
|
add = -90
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -95
|
|
}
|
|
}
|
|
add = -95
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = liege
|
|
value >= -100
|
|
}
|
|
}
|
|
add = -100
|
|
}
|
|
}
|
|
calc_rough_root_opinion_value = {
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 95
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 90
|
|
}
|
|
}
|
|
add = 95
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 85
|
|
}
|
|
}
|
|
add = 90
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 80
|
|
}
|
|
}
|
|
add = 85
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 75
|
|
}
|
|
}
|
|
add = 80
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 70
|
|
}
|
|
}
|
|
add = 75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 65
|
|
}
|
|
}
|
|
add = 70
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 60
|
|
}
|
|
}
|
|
add = 65
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 55
|
|
}
|
|
}
|
|
add = 60
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 50
|
|
}
|
|
}
|
|
add = 55
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 45
|
|
}
|
|
}
|
|
add = 50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 40
|
|
}
|
|
}
|
|
add = 45
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 35
|
|
}
|
|
}
|
|
add = 40
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 30
|
|
}
|
|
}
|
|
add = 35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 25
|
|
}
|
|
}
|
|
add = 30
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 20
|
|
}
|
|
}
|
|
add = 25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 15
|
|
}
|
|
}
|
|
add = 20
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 10
|
|
}
|
|
}
|
|
add = 15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 5
|
|
}
|
|
}
|
|
add = 10
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= 0
|
|
}
|
|
}
|
|
add = 5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -4
|
|
}
|
|
}
|
|
add = 0
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -5
|
|
}
|
|
}
|
|
add = -5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -10
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -15
|
|
}
|
|
}
|
|
add = -15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -20
|
|
}
|
|
}
|
|
add = -20
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -25
|
|
}
|
|
}
|
|
add = -25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -30
|
|
}
|
|
}
|
|
add = -30
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -35
|
|
}
|
|
}
|
|
add = -35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -40
|
|
}
|
|
}
|
|
add = -40
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -45
|
|
}
|
|
}
|
|
add = -45
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -50
|
|
}
|
|
}
|
|
add = -50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -55
|
|
}
|
|
}
|
|
add = -55
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -60
|
|
}
|
|
}
|
|
add = -60
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -65
|
|
}
|
|
}
|
|
add = -65
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -70
|
|
}
|
|
}
|
|
add = -70
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -75
|
|
}
|
|
}
|
|
add = -75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -80
|
|
}
|
|
}
|
|
add = -80
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -85
|
|
}
|
|
}
|
|
add = -85
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -90
|
|
}
|
|
}
|
|
add = -90
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -95
|
|
}
|
|
}
|
|
add = -95
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = root
|
|
value >= -100
|
|
}
|
|
}
|
|
add = -100
|
|
}
|
|
}
|
|
calc_rough_opcalc_char_opinion_value = {
|
|
if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 95
|
|
}
|
|
}
|
|
add = 100
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 90
|
|
}
|
|
}
|
|
add = 95
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 85
|
|
}
|
|
}
|
|
add = 90
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 80
|
|
}
|
|
}
|
|
add = 85
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 75
|
|
}
|
|
}
|
|
add = 80
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 70
|
|
}
|
|
}
|
|
add = 75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 65
|
|
}
|
|
}
|
|
add = 70
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 60
|
|
}
|
|
}
|
|
add = 65
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 55
|
|
}
|
|
}
|
|
add = 60
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 50
|
|
}
|
|
}
|
|
add = 55
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 45
|
|
}
|
|
}
|
|
add = 50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 40
|
|
}
|
|
}
|
|
add = 45
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 35
|
|
}
|
|
}
|
|
add = 40
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 30
|
|
}
|
|
}
|
|
add = 35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 25
|
|
}
|
|
}
|
|
add = 30
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 20
|
|
}
|
|
}
|
|
add = 25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 15
|
|
}
|
|
}
|
|
add = 20
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 10
|
|
}
|
|
}
|
|
add = 15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 5
|
|
}
|
|
}
|
|
add = 10
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= 0
|
|
}
|
|
}
|
|
add = 5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -4
|
|
}
|
|
}
|
|
add = 0
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -5
|
|
}
|
|
}
|
|
add = -5
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -10
|
|
}
|
|
}
|
|
add = -10
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -15
|
|
}
|
|
}
|
|
add = -15
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -20
|
|
}
|
|
}
|
|
add = -20
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -25
|
|
}
|
|
}
|
|
add = -25
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -30
|
|
}
|
|
}
|
|
add = -30
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -35
|
|
}
|
|
}
|
|
add = -35
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -40
|
|
}
|
|
}
|
|
add = -40
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -45
|
|
}
|
|
}
|
|
add = -45
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -50
|
|
}
|
|
}
|
|
add = -50
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -55
|
|
}
|
|
}
|
|
add = -55
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -60
|
|
}
|
|
}
|
|
add = -60
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -65
|
|
}
|
|
}
|
|
add = -65
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -70
|
|
}
|
|
}
|
|
add = -70
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -75
|
|
}
|
|
}
|
|
add = -75
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -80
|
|
}
|
|
}
|
|
add = -80
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -85
|
|
}
|
|
}
|
|
add = -85
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -90
|
|
}
|
|
}
|
|
add = -90
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -95
|
|
}
|
|
}
|
|
add = -95
|
|
}
|
|
else_if = {
|
|
limit = {
|
|
opinion = {
|
|
target = scope:opcalc_char
|
|
value >= -100
|
|
}
|
|
}
|
|
add = -100
|
|
}
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_gold_min
|
|
# The AI will quickly try to spend this much of its gold income on MAA
|
|
# maintenance. This is referenced in code, so do not rename or remove this
|
|
# without talking with a programmer about it.
|
|
#
|
|
# Value between 0 and 1, where 1 eqivalents using 100% of its income on maa
|
|
# maintenance.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_expense_gold_min = {
|
|
value = {
|
|
value = 0.15
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_cautious_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_cautious_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_economical_boom_personality
|
|
value = -0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.5
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_ideal
|
|
# The AI will try to spend this much of its gold income on MAA maintenance. It won't
|
|
# buy beyond this, but might end up higher due to reduced income. This is
|
|
# referenced in code, so do not rename or remove this without talking with a
|
|
# programmer about it.
|
|
#
|
|
# Value between 0 and 1, where 1 eqivalents using 100% of its income on maa
|
|
# maintenance.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_expense_gold_ideal = {
|
|
value = {
|
|
value = 0.4
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_economical_boom_personality
|
|
value = -0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
monthly_character_income >= 20
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
monthly_character_income >= 40
|
|
}
|
|
add = {
|
|
desc = "significant ruler, late medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
monthly_character_income >= 30
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, high medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
monthly_character_income >= 60
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, late medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.5
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_gold_max
|
|
# The AI will disband MAA if it ends up spending more than this amount of its
|
|
# income on maintenance. This is referenced in code, so do not rename or remove
|
|
# this without talking with a programmer about it.
|
|
#
|
|
# Value between 0 and 1, where 1 eqivalents using 100% of its income on maa
|
|
# maintenance.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_expense_gold_max = {
|
|
value = {
|
|
value = 0.6
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, late medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, high medieval"
|
|
value = 0.05
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, late medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
government_allows = administrative
|
|
NOT = { vassal_contract_has_flag = admin_theme_civilian }
|
|
}
|
|
add = {
|
|
desc = ai_admin_vassal
|
|
value = 0.3
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
|
|
if = {
|
|
limit = {
|
|
government_allows = administrative
|
|
debt_level <= 2
|
|
}
|
|
value = 3
|
|
}
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_prestige_min
|
|
# The AI will quickly try to spend this much of its prestige income on MAA
|
|
# maintenance. This is referenced in code, so do not rename or remove this
|
|
# without talking with a programmer about it.
|
|
#
|
|
# Value between 0 and 1, where 1 equivalents to using 100% of its income on maa
|
|
# maintenance.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_expense_prestige_min = {
|
|
value = {
|
|
value = 0.25
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_cautious_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_cautious_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_economical_boom_personality
|
|
value = -0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.5
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_prestige_ideal
|
|
# The AI will try to spend this much of its income on MAA maintenance. It won't
|
|
# buy beyond this, but might end up higher due to reduced income. This is
|
|
# referenced in code, so do not rename or remove this without talking with a
|
|
# programmer about it.
|
|
#
|
|
# Value between 0 and 1, where 1 equivalents to using 100% of its income on maa
|
|
# maintenance.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_expense_prestige_ideal = {
|
|
value = {
|
|
value = 0.4
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_economical_boom_personality
|
|
value = -0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, high medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, late medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.1
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_expense_prestige_max
|
|
# The AI will disband MAA if it ends up spending more than this amount of its
|
|
# income on maintenance. This is referenced in code, so do not rename or remove
|
|
# this without talking with a programmer about it.
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|
#
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|
# Value between 0 and 1, where 1 equivalents to using 100% of its income on maa
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|
# maintenance.
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|
#
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|
# Scopes:
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|
# root - character
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|
# AI character evaluating the ideal percentile.
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|
#
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|
ai_men_at_arms_expense_prestige_max = {
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value = {
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|
value = 0.6
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|
desc = "default value"
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|
}
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|
if = {
|
|
limit = {
|
|
culture ?= {
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|
has_cultural_era_or_later = culture_era_high_medieval
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|
}
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|
primary_title ?= {
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|
tier >= tier_kingdom
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|
}
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|
}
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|
add = {
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|
desc = "significant ruler, high medieval"
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|
value = 0.2
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|
}
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|
}
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|
if = {
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|
limit = {
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|
culture ?= {
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|
has_cultural_era_or_later = culture_era_late_medieval
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|
}
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|
primary_title ?= {
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|
tier >= tier_kingdom
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|
}
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|
}
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|
add = {
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|
desc = "significant ruler, high medieval"
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|
value = 0.2
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|
}
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|
}
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|
if = {
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|
limit = {
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|
culture ?= {
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|
has_cultural_era_or_later = culture_era_high_medieval
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|
}
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|
primary_title ?= {
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|
tier < tier_kingdom
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|
}
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|
}
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|
add = {
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|
desc = "lesser ruler, high medieval"
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|
value = 0.05
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|
}
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|
}
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|
if = {
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|
limit = {
|
|
culture ?= {
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|
has_cultural_era_or_later = culture_era_late_medieval
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|
}
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|
primary_title ?= {
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|
tier < tier_kingdom
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|
}
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|
}
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|
add = {
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|
desc = "lesser ruler, late medieval"
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|
value = 0.1
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|
}
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|
}
|
|
if = {
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|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
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|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
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|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 0.1
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_chance_expense_below_min
|
|
# Chance the AI will prefer MaA to buildings when spending less than the ideal
|
|
# on MaA.
|
|
#
|
|
# Value between 0 and 1, where 1 equivalents to a 100% chance of recruiting MaA
|
|
# instead of a building.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_chance_expense_below_min = {
|
|
value = {
|
|
value = 0.4
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.4
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.6
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_cautious_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_cautious_personality
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_economical_boom_personality
|
|
value = -0.3
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.4
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_should_focus_on_building_in_their_capital = yes
|
|
}
|
|
multiply = 0
|
|
add = 0.1
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 1
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_chance_expense_below_ideal
|
|
# Chance the AI will prefer MaA to buildings when spending less than the ideal
|
|
# on MaA.
|
|
#
|
|
# Value between 0 and 1, where 1 equivalents to a 100% chance of recruiting MaA
|
|
# instead of a building.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_chance_expense_below_ideal = {
|
|
value = {
|
|
value = 0.1
|
|
desc = "default value"
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_warlike_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_warlike_personality
|
|
value = 0.4
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_conqueror_personality = yes
|
|
}
|
|
add = {
|
|
desc = ai_conqueror_personality
|
|
value = 0.6
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier >= tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "significant ruler, high medieval"
|
|
value = 0.2
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_high_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, high medieval"
|
|
value = 0.05
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
culture ?= {
|
|
has_cultural_era_or_later = culture_era_late_medieval
|
|
}
|
|
primary_title ?= {
|
|
tier < tier_kingdom
|
|
}
|
|
}
|
|
add = {
|
|
desc = "lesser ruler, high medieval"
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_has_economical_boom_personality = yes
|
|
}
|
|
multiply = {
|
|
desc = ai_economical_boom_personality
|
|
value = 0.1
|
|
}
|
|
}
|
|
if = {
|
|
limit = {
|
|
ai_should_focus_on_building_in_their_capital = yes
|
|
}
|
|
multiply = 0
|
|
add = 0.1
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_character_flag = vassal_directive_build_maa
|
|
vassal_is_valid_and_follows_directive_trigger = { VASSAL = this LIEGE = liege }
|
|
}
|
|
add = {
|
|
desc = ai_directive
|
|
value = 1
|
|
}
|
|
}
|
|
|
|
min = 0
|
|
max = 0.9
|
|
}
|
|
|
|
### Brief: ai_men_at_arms_chance_landless_ruler
|
|
# Chance the AI will prefer MaA to buildings when they are a landless ruler.
|
|
# Is used exclusively when the character fulfils the requirement:
|
|
# - they are a ruler (they hold a title, which also means adventurers)
|
|
# - they are not landed
|
|
#
|
|
# Value between 0 and 1, where 1 equivalents to a 100% chance of recruiting MaA
|
|
# instead of a building.
|
|
#
|
|
# Scopes:
|
|
# root - character
|
|
# AI character evaluating the ideal percentile.
|
|
#
|
|
ai_men_at_arms_chance_landless_ruler = {
|
|
value = {
|
|
value = 0.5
|
|
desc = "default value"
|
|
if = {
|
|
limit = {
|
|
OR = {
|
|
has_realm_law = camp_purpose_mercenaries
|
|
has_realm_law = camp_purpose_brigands
|
|
}
|
|
}
|
|
add = 0.25
|
|
}
|
|
if = {
|
|
limit = {
|
|
has_realm_law = camp_purpose_scholars
|
|
}
|
|
add = -0.25
|
|
}
|
|
if = { # Landless admin focus mostly on Buildings
|
|
limit = {
|
|
government_allows = administrative
|
|
}
|
|
add = -0.3
|
|
}
|
|
if = { # Adventurers want a minimum set of buildings
|
|
limit = {
|
|
is_landless_adventurer = yes
|
|
max_military_strength >= 100
|
|
domicile.num_domicile_buildings <= 4
|
|
}
|
|
add = -0.4
|
|
}
|
|
if = { # To avoid Adventurer travels becoming super-costly provision-wise, they should focus on buildings over MaA at certain ratios
|
|
limit = {
|
|
is_landless_adventurer = yes
|
|
max_military_strength >= 500
|
|
domicile.max_provisions <= 4000
|
|
}
|
|
multiply = 0
|
|
}
|
|
}
|
|
}
|