WOE BE UPON YE, I HAVE BOTH TAKEN AWAY THE HANDOUTS AND MADE TERRAIN, COUNTY CONTROL AND FERVOUR IMPACT CULTURE AND FAITH CONVERSION RATE

This commit is contained in:
Magpie490 2025-09-29 13:54:37 +01:00
parent 5f026c25f2
commit 37dcf26d65
3 changed files with 656 additions and 0 deletions

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task_spouse_default = {
default_task = yes
position = councillor_spouse
effect_desc = task_spouse_default_effect_desc
task_type = task_type_general
task_progress = task_progress_infinite
council_owner_modifier = {
name = task_spouse_default_diplomacy_modifier
diplomacy = 1
scale = spouse_default_task_diplomacy_scale
}
council_owner_modifier = {
name = task_spouse_default_martial_modifier
martial = 1
scale = spouse_default_task_martial_scale
}
council_owner_modifier = {
name = task_spouse_default_stewardship_modifier
stewardship = 1
scale = spouse_default_task_stewardship_scale
}
council_owner_modifier = {
name = task_spouse_default_intrigue_modifier
intrigue = 1
scale = spouse_default_task_intrigue_scale
}
council_owner_modifier = {
name = task_spouse_default_learning_modifier
learning = 1
scale = spouse_default_task_learning_scale
}
monthly_on_action = spouse_councillor_default_on_action
ai_will_do = {
value = 1 # Always a good backup
}
}
task_court_politics = {
position = councillor_spouse
skill = diplomacy
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_court_politics_effect_desc
council_owner_modifier = {
name = task_court_politics_modifier
diplomacy = 1
scale = spouse_task_court_politics_scale
}
monthly_on_action = court_politics_setup
ai_will_do = {
value = 0
if = {
limit = {
diplomacy > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
diplomacy > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_court_politics
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
diplomacy < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
diplomacy < medium_skill_rating
}
multiply = 2
}
}
}
}
task_chivalry = {
position = councillor_spouse
skill = martial
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_chivalry_effect_desc
council_owner_modifier = {
name = task_chivalry_modifier
martial = 1
scale = spouse_task_chivalry_scale
}
monthly_on_action = chivalry_setup
ai_will_do = {
value = 0
if = {
limit = {
martial > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
martial > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_chivalry
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
martial < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
martial < medium_skill_rating
}
multiply = 2
}
}
}
}
task_manage_domain = {
position = councillor_spouse
skill = stewardship
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_manage_domain_effect_desc
council_owner_modifier = {
name = task_manage_domain_modifier
stewardship = 1
scale = spouse_task_manage_domain_scale
}
monthly_on_action = manage_domain_setup
ai_will_do = {
value = 0
if = {
limit = {
stewardship > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
stewardship > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_manage_domain
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
stewardship < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
stewardship < medium_skill_rating
}
multiply = 2
}
}
}
}
task_court_intrigue = {
position = councillor_spouse
skill = intrigue
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_court_intrigue_effect_desc
council_owner_modifier = {
name = task_court_intrigue_modifier
intrigue = 1
scale = spouse_task_court_intrigue_scale
}
monthly_on_action = court_intrigue_setup
ai_will_do = {
value = 0
if = {
limit = {
intrigue > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
intrigue > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_court_intrigue
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
intrigue < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
intrigue < medium_skill_rating
}
multiply = 2
}
}
}
}
task_patronage = {
position = councillor_spouse
skill = learning
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_patronage_effect_desc
council_owner_modifier = {
name = task_patronage_modifier
learning = 1
scale = spouse_task_patronage_scale
}
monthly_on_action = patronage_setup
ai_will_do = {
value = 0
if = {
limit = {
learning > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
learning > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_patronage
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
learning < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
learning < medium_skill_rating
}
multiply = 2
}
}
}
}

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task_vizier_default = {
default_task = yes
position = councillor_vizier
effect_desc = task_vizier_default_effect_desc
task_type = task_type_general
task_progress = task_progress_infinite
council_owner_modifier = {
name = task_vizier_default_diplomacy_modifier
diplomacy = 1
scale = vizier_default_task_diplomacy_scale
}
council_owner_modifier = {
name = task_vizier_default_martial_modifier
martial = 1
scale = vizier_default_task_martial_scale
}
council_owner_modifier = {
name = task_vizier_default_stewardship_modifier
stewardship = 1
scale = vizier_default_task_stewardship_scale
}
council_owner_modifier = {
name = task_vizier_default_intrigue_modifier
intrigue = 1
scale = vizier_default_task_intrigue_scale
}
council_owner_modifier = {
name = task_vizier_default_learning_modifier
learning = 1
scale = vizier_default_task_learning_scale
}
monthly_on_action = spouse_councillor_default_on_action
ai_will_do = {
value = 1 # Always a good backup
}
}
task_vizier_court_politics = {
position = councillor_vizier
skill = diplomacy
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_court_politics_effect_desc
council_owner_modifier = {
name = task_vizier_court_politics_modifier
diplomacy = 1
scale = vizier_task_court_politics_scale
}
monthly_on_action = court_politics_setup
ai_will_do = {
value = 0
if = {
limit = {
diplomacy > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
diplomacy > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_court_politics
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
diplomacy < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
diplomacy < medium_skill_rating
}
multiply = 2
}
}
}
}
task_vizier_chivalry = {
position = councillor_vizier
skill = martial
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_chivalry_effect_desc
council_owner_modifier = {
name = task_vizier_chivalry_modifier
martial = 1
scale = vizier_task_chivalry_scale
}
monthly_on_action = chivalry_setup
ai_will_do = {
value = 0
if = {
limit = {
martial > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
martial > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_chivalry
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
martial < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
martial < medium_skill_rating
}
multiply = 2
}
}
}
}
task_vizier_manage_domain = {
position = councillor_vizier
skill = stewardship
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_manage_domain_effect_desc
council_owner_modifier = {
name = task_vizier_manage_domain_modifier
stewardship = 1
scale = vizier_task_manage_domain_scale
}
monthly_on_action = manage_domain_setup
ai_will_do = {
value = 0
if = {
limit = {
stewardship > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
stewardship > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_manage_domain
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
stewardship < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
stewardship < medium_skill_rating
}
multiply = 2
}
}
}
}
task_vizier_court_intrigue = {
position = councillor_vizier
skill = intrigue
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_court_intrigue_effect_desc
council_owner_modifier = {
name = task_vizier_court_intrigue_modifier
intrigue = 1
scale = vizier_task_court_intrigue_scale
}
monthly_on_action = court_intrigue_setup
ai_will_do = {
value = 0
if = {
limit = {
intrigue > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
intrigue > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_court_intrigue
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
intrigue < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
intrigue < medium_skill_rating
}
multiply = 2
}
}
}
}
task_vizier_patronage = {
position = councillor_vizier
skill = learning
task_type = task_type_general
task_progress = task_progress_infinite
effect_desc = task_patronage_effect_desc
council_owner_modifier = {
name = task_vizier_patronage_modifier
learning = 1
scale = vizier_task_patronage_scale
}
monthly_on_action = patronage_setup
ai_will_do = {
value = 0
if = {
limit = {
learning > very_high_skill_rating
}
add = 1
}
else_if = {
limit = {
learning > high_skill_rating
}
add = 0.5
}
if = { # Keep doing it once it is started
limit = {
is_performing_council_task = task_patronage
}
add = 1000
}
scope:councillor_liege = {
if = {
limit = {
learning < decent_skill_rating
}
multiply = 3
}
else_if = {
limit = {
learning < medium_skill_rating
}
multiply = 2
}
}
}
}

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descriptor.mod Normal file
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version="0.1"
tags={
"Alternative History"
}
name="n3ow dev work"
supported_version="1.17.1"