N3OW/common/script_values/01_character_weighting_values.txt
2024-11-16 19:09:11 +00:00

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# Character Weighting Values
# For a given character, each value will return a given score based on how relevant/important that character is to ROOT given the situation.
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# Weight List:
# captured_combatant_weights_for_root_participant - For evaluating importance of prisoners captured during war, for the participants of that war.
# captured_combatant_weights_for_root_nonparticipant - For evaluating importance of prisoners captured during war for noncombatants (e.g., relatives of the prisoner).
# slain_combatant_weights_for_root_participant - For evaluating importance of casualties slain during war, for the participants of that war.
# slain_combatant_weights_for_root_nonparticipant - For evaluating importance of casualties slain during war for noncombatants (e.g., relatives of the deceased).
captured_combatant_weights_for_root_participant = {
value = 0
if = {
limit = {
# Captured primary participants are worth 100% warscore, so are absolute #1 priority.
exists = scope:combat_war
OR = {
this = scope:combat_war.primary_attacker
this = scope:combat_war.primary_defender
}
}
add = 5000
}
if = {
limit = {
# Captured heirs of primary participants are worth 50% warscore, so are #2 priority.
exists = scope:combat_war
OR = {
is_heir_of = scope:combat_war.primary_attacker
is_heir_of = scope:combat_war.primary_defender
}
}
add = 1000
}
if = { limit = { this = root.player_heir } # My own heir is of 3rd importance, since they are very important in the long term but not immediately relevant to the ongoing war.
add = 500
}
if = {
limit = {
# The person I just defeated in combat is of 4th importance, since they are defeated 'for good' (for the moment).
exists = scope:combat_loser
this = scope:combat_loser
}
add = 100
}
if = { limit = { is_close_family_of = root}
add = 50
}
if = { limit = { is_of_major_interest_to_root_trigger = yes }
add = 10
}
if = { limit = { is_of_minor_interest_to_root_trigger = yes}
add = 5
}
add = this.highest_held_title_tier
}
captured_combatant_weights_for_root_nonparticipant = {
value = 0
if = { limit = { this = root.player_heir }
add = 1000
}
if = { limit = { is_heir_of = root }
add = 500
}
if = { limit = { is_of_major_interest_to_root_trigger = yes }
add = 100
}
if = { limit = { is_consort_of = root }
add = 50
}
if = { limit = { is_child_of = root }
add = 25
}
if = { limit = { is_of_minor_interest_to_root_trigger = yes }
add = 10
}
if = { limit = { is_courtier_of = root }
add = 1
}
add = this.highest_held_title_tier
}
slain_combatant_weights_for_root_participant = {
value = 0
if = {
limit = {
# Slain primary participants do not give warscore, but can change the outcome of the ongoing war (esp. if their successors are reluctant to continue the war).
exists = scope:combat_war
OR = {
this = scope:combat_war.primary_attacker
this = scope:combat_war.primary_defender
}
}
add = 1000
}
if = { limit = { this = root.player_heir } # I care about my heir in the long-term, even if not immediately relevant.
add = 500
}
if = {
limit = {
# If I killed the person I just fought in battle, I don't have to worry about them any more!
exists = scope:combat_loser
this = scope:combat_loser
}
add = 100
}
if = { limit = { is_close_family_of = root}
add = 50
}
if = { limit = { is_of_major_interest_to_root_trigger = yes }
add = 10
}
if = { limit = { is_of_minor_interest_to_root_trigger = yes}
add = 5
}
add = this.highest_held_title_tier
}
slain_combatant_weights_for_root_nonparticipant = {
value = 0
if = { limit = { this = root.player_heir }
add = 1000
}
if = { limit = { is_heir_of = root }
add = 500
}
if = { limit = { is_of_major_interest_to_root_trigger = yes }
add = 100
}
if = { limit = { is_consort_of = root }
add = 50
}
if = { limit = { is_child_of = root }
add = 25
}
if = { limit = { is_of_minor_interest_to_root_trigger = yes }
add = 10
}
if = { limit = { is_courtier_of = root }
add = 1
}
add = this.highest_held_title_tier
}