barony tier domiciles
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71 changed files with 35009 additions and 248 deletions
122
common/situation/catalysts/10_tgp_dynastic_cycle_catalysts.txt
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122
common/situation/catalysts/10_tgp_dynastic_cycle_catalysts.txt
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# Movement Power
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catalyst_expansion_movement_yearly = {}
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catalyst_advancement_movement_yearly = {}
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catalyst_conservative_movement_yearly = {}
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catalyst_pro_hegemon_movement_advancement_yearly = {}
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catalyst_pro_hegemon_movement_expansion_yearly = {}
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catalyst_pro_hegemon_movement_yearly = {}
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catalyst_movement_gained_power_advancement = {}
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catalyst_movement_gained_power_expansion = {}
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catalyst_movement_gained_power_conservative = {}
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catalyst_movement_gained_power_pro_hegemon = {}
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catalyst_movement_consulted_heaven_advancement_positive = {}
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catalyst_movement_consulted_heaven_advancement_negative = {}
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catalyst_movement_consulted_heaven_expansion_positive = {}
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catalyst_movement_consulted_heaven_expansion_negative = {}
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catalyst_movement_consulted_heaven_instability_positive = {}
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catalyst_movement_consulted_heaven_instability_negative = {}
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catalyst_movement_consulted_heaven_chaos_positive = {}
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catalyst_movement_consulted_heaven_chaos_negative = {}
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catalyst_house_head_consulted_heaven_advancement_positive = {}
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catalyst_house_head_consulted_heaven_advancement_negative = {}
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catalyst_house_head_consulted_heaven_expansion_positive = {}
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catalyst_house_head_consulted_heaven_expansion_negative = {}
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catalyst_house_head_consulted_heaven_instability_positive = {}
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catalyst_house_head_consulted_heaven_instability_negative = {}
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catalyst_house_head_consulted_heaven_chaos_positive = {}
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catalyst_house_head_consulted_heaven_chaos_negative = {}
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# Warfare
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catalyst_hegemon_above_maa_limit_yearly = {}
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catalyst_hegemon_below_maa_limit_yearly = {}
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catalyst_hegemon_outdated_maa_yearly = {} # NOT IMPLEMENTED - requires feature
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catalyst_hegemon_hired_mercenary = {} # NOT IMPLEMENTED - requires code support
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catalyst_hegemon_lost_defensive_territorial_war = {}
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catalyst_hegemon_lost_capital_in_war = {}
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catalyst_hegemon_lost_war = {}
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catalyst_hegemon_won_war = {}
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catalyst_hegemon_in_defensive_war_yearly = {}
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# Merit
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catalyst_hegemon_appointing_low_merit_councillor = {}
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catalyst_hegemon_appointing_low_merit_governor = {}
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catalyst_imperial_examinations_gap_long_yearly = {}
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catalyst_imperial_examinations_gap_short_yearly = {}
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# Diplomacy
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catalyst_hegemon_too_few_tributaries_yearly = {} # NOT IMPLEMENTED - requires tributary feature
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# Intrigue
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catalyst_hegemon_murdered = {}
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catalyst_imperial_family_member_murdered = {}
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catalyst_minister_imprison = {}
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# Legitimacy
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catalyst_hegemon_lost_mandate_of_heaven = {}
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catalyst_hegemon_gains_mandate_of_heaven = {}
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catalyst_hegemon_mandate_of_heaven_at_0 = {}
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catalyst_hegemon_below_legitimacy_yearly = {}
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catalyst_hegemon_above_legitimacy_yearly = {}
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# Succession
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catalyst_new_dynasty_inherits = {}
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# Calamities
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catalyst_hegemon_natural_disaster = {}
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catalyst_hegemon_natural_disaster_recovered = {}
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catalyst_hegemon_handled_calamity = {}
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catalyst_hegemon_in_civil_war = {}
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catalyst_hegemon_epidemic = {}
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catalyst_hegemon_apocalyptic_epidemic = {}
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catalyst_requested_incursion = {}
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# Imperial Treasury
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catalyst_imperial_treasury_raided = {}
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catalyst_imperial_treasury_debt = {}
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catalyst_cleared_treasury_debt = {}
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# Held Lands
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catalyst_hegemony_too_few_lands = {}
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catalyst_hegemony_far_too_few_lands = {}
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# Regency
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catalyst_diarch_mandate = {}
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# Administrative
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catalyst_governor_embezzlement = {}
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catalyst_dipped_into_treasury = {}
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catalyst_hegemon_influenced_by_interaction = {}
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catalyst_hegemon_targeted_by_political_scheme = {}
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catalyst_governor_raided_estate = {}
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catalyst_governor_slander = {}
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catalyst_governor_challenged_status = {}
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# Great Projects
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catalyst_great_wall = {}
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catalyst_grand_campaign = {}
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catalyst_grand_campaign_lost = {}
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catalyst_minister_project_culture = {}
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catalyst_great_project_great_wall_contribution = {}
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catalyst_great_project_establish_control_contribution = {}
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catalyst_minister_compel_religious_uniformity = {}
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catalyst_minister_train_troops = {}
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catalyst_minister_conduct_census = {}
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# Events
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catalyst_event_advancement_medium_progress = {}
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catalyst_event_mongol_empire_appears = {}
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catalyst_event_mongol_empire_attacks_major = {}
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catalyst_event_mongol_empire_attacks_minor = {}
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# Tyranny
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catalyst_tyrannical_extinguish_noble_family = {}
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catalyst_ministers_abused_privilege_of_office = {}
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# Ministers
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catalyst_find_secrets_bad_outcome = {}
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catalyst_find_secrets_good_outcome = {}
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catalyst_minister_blackmailed = {}
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catalyst_minister_exposed_secret = {}
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catalyst_minister_pardoned_known_criminal = {}
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catalyst_minister_pardoned_dangerous_criminal = {}
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catalyst_minister_caught_exam_cheater = {}
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# Time
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catalyst_situation_passing_of_time_monthly = {}
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# Great Project
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catalyst_natural_disaster_great_project_investment = {}
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catalyst_natural_disaster_great_project_completion = {}
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46
common/situation/catalysts/10_tgp_silk_road_catalysts.txt
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46
common/situation/catalysts/10_tgp_silk_road_catalysts.txt
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# Regions of the road fully at peace give a bonus to prosperity
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catalyst_silk_road_region_war = {} # pseudotriggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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catalyst_silk_road_adjacent_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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catalyst_silk_road_distant_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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# Regions of the road fully at war cause hardship
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catalyst_silk_road_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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catalyst_silk_road_adjacent_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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catalyst_silk_road_distant_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
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## Legacy of Persia factors
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# bad for number
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catalyst_silk_road_iranian_intermezzo_in_unrest = {} # triggered by yearly pulse of event neutral_struggle.0001 in events\dlc\fp2\neutral_struggle_events.txt
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# good for number
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catalyst_silk_road_iranian_intermezzo_ending_reached = {
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# included in the effects for the following decisions, all found in common\decisions\delc_decisions\fp3_decisions.txt:
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# struggle_persia_ending_foundation_decision
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# struggle_persia_ending_assertion_decision
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# struggle_persia_ending_rekindle_iran_decision
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# also included in the scripted effect 'fp3_struggle_ending_concession_effects', found at common\scripted_effects\05_dlc_fp3_scripted_effects.txt
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}
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### TGP Dynastic Cycle factors
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catalyst_silk_road_china_stability = {} # neutral_struggle.0001
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catalyst_silk_road_china_consolidation = {} # situation_dynastic_cycle_phase_chaos on_start
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catalyst_silk_road_china_grand_canal_expanded = {} # grand_canals great_project
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catalyst_silk_road_china_grand_canal_expanded_secondary = {} # grand_canals great_project
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catalyst_silk_road_china_grand_canal_expanded_tertiary = {} # grand_canals great_project
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# this is good, misc
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catalyst_silk_road_mpo_region_resettled = {} # feudalize_holding_interaction
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# this is bad, misc
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catalyst_silk_road_byzantium_blew_up = {} # on_title_destroyed
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catalyst_silk_road_mpo_region_to_steppe = {} # expand_the_steppe_decision
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catalyst_silk_road_raided = {} # on_raid_completed
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catalyst_silk_road_mongol_devastation = {} # on_county_occupied
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# this should be bad but it's so much worse right now. For devastation -> disruption.
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catalyst_silk_road_low_control_at_peace = {
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}
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catalyst_silk_road_famous_market_built = {
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# triggered by on_completed action for special buildings. Search for this key in common\buildings\00_special_buildings.txt
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}
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7
common/situation/catalysts/_catalysts.info
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7
common/situation/catalysts/_catalysts.info
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##############################################################
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# Catalysts
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##############################################################
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catalyst_name = {
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# No entries required inside, we only need the name to have a database entry and to use catalysts in the situation database
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}
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6
common/situation/catalysts/catalysts.txt
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6
common/situation/catalysts/catalysts.txt
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### Casus Belli
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catalyst_win_any_war_within_the_region = {}
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# Diplomacy
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catalyst_gift_independent_ruler = {}
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# Time
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catalyst_situation_passing_of_time_blessing = {}
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catalyst_situation_passing_of_time_lucky_chance_blessing = {}
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catalyst_situation_passing_of_time_havsarsan = {}
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catalyst_situation_passing_of_time_lucky_chance_havsarsan = {}
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############################################
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# Situations roughly at the top
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# (201-300 )
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major = { # referred to in code (DO NOT REMOVE)
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sort_order = 220
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}
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struggles = { # referred to in code (DO NOT REMOVE)
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sort_order = 210
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}
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############################################
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# Situations roughly in the middle
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# (101-200 )
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############################################
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# Situations roughly at the bottom
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# (001-100 )
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minor = { # referred to in code (DO NOT REMOVE)
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sort_order = 10
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}
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natural_disasters = {
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sort_order = 9
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}
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debug = { # referred to in code (DO NOT REMOVE)
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sort_order = -1
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}
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# Name of group, localization is selected by: "situation_group_type_" + <key>
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key = {
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sort_order = integer # The order situation groups show up in the situations view, higher number is sorted first, tie breaking is on definition order. Default = 0
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gui_tags = { tag_1 tag_2 ... } # List of gui tags, used to set size etc in gui views
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}
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363
common/situation/situations/_situations.info
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363
common/situation/situations/_situations.info
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##############################################################
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# Structure
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#
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# Situations are short or long running objects that are bound to a region, which go through phases.
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# Characters can be a participant in the situation, and then will belong to one participant group.
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##############################################################
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situation_type = {
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### Brief: window ( enum )
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# What code functions will be available for the gui window.
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# Default is 'situation'.
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#
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# Enums:
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# situation
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# the_great_steppe
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# silk_road
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# dynastic_cycle
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#
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window = situation
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### Brief: gui_window_name ( string )
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# Which gui window to use for this situation. Notice you can mix and match code 'window' with any gui window.
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# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
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# with the specified name.
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# Default is "window_situation"
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#
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gui_window_name = window_situation
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### Brief: gui_participation_window_name ( string )
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# Which gui window to use for the situation participation sub-window.
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# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
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# with the specified name.
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# Default is "window_situation_participation"
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#
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gui_participation_window_name = window_situation_participation
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### Brief: gui_tooltip_group_focused (bool )
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# If phase effect tooltips display effects by Participant Group, instead of by Named Modifier Set (modifier_named_sets)
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#
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gui_tooltip_group_focused = no
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# Path to illustration shown in the situation list window
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illustration = "path/to/image.dds"
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# Triggered icon for the situation, accessible via [Situation.GetIcon].
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# Write one entry per icon. The trigger is based on a Situation scope.
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# If no empty triggered asset is defined, the default will be the situation_type icon.
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icon = {
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trigger = { ... }
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reference = "icon_path.dds"
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}
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# Foldable situation group type where to put this situation in the gui.
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# Defaults to the 'minor' group.
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situation_group_type = <key>
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# The order that the situation should show up within its situation group in the gui.
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# Higher number is sorted first, tie breaking is on definition order if same sort order.
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# Defaults to 0.
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sort_order = integer
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### Brief: map_mode ( enum )
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# Which map mode to use for this situation type
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# Default is participant_groups
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#
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# Enums:
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# participant_groups
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# sub_regions
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#
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map_mode = participant_groups
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### What geographical sub-regions this Situation has
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# - Each sub-region has their own list of characters for each participant group (see below)
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# - Each sub-region will also have their own current active phase (same phases and flow for all sub-regions, as defined in 'phases' below
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# - You are required to have at least 1 sub-region (otherwise the situation doesn't affect anything)
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# - You are restricted to max 255 sub-regions. This is needed to properly identify participant groups within the region (see below)
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# - Subregions cannot overlap
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sub_regions = {
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# Note: Every region type added below is counted as part of this sub-region <key>'s area
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my_sub_region_key = {
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# (optional) Path to illustration shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIllustration]"
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illustration = "path/to/image.dds"
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# (optional) Path to icon shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIcon]"
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icon = "path/to/image.dds"
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# (optional) The color of the sub-region, used for some map modes
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map_color = { 1 0.5 0.2 }
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# (optional) Add array of pre-defined geographical regions
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geographical_regions = { world_mesopotamia special_mongol_empire_start_region }
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}
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my_other_region_key = {
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...
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}
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}
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### Define one or more participant groups.
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# Participating characters can only belong to one participant group at a time, for each sub-region.
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# Characters being considered for participation will be placed in the *first* group they are valid for.
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# You are restricted to max 255 participant groups. This is needed to properly identify participant groups within a specific region.
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# There is a set of groups for each sub-region.
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participant_groups = {
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# One group with characters
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my_group_key = {
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# (optional) Path to icon for group
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icon = "path/to/image.dds"
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### Should this group automatically consider all landed rulers in a sub-region as potential participants
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# Rulers still need to satisfy the other conditions of this group to be automatically added to it.
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# If this is 'no', then you will need to manually add/remove landed rulers to the Situation instead
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# (default: yes)
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auto_add_rulers = yes
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### Should this group automatically consider all rulers with their domicile in a sub-region as potential participants
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# Landless rulers still need to satisfy the other conditions of this group to be automatically added to it.
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# If this is 'no', then you will need to manually add/remove landless characters to the Situation instead
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# (default: yes)
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auto_add_landless_rulers = yes
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# (optional) The color of the participant group, used for some map modes
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map_color = { 1 0.5 0.2 }
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# Is it required that the capital of participants is in the region?
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# (default: no)
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require_capital_in_sub_region = no
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# Is it required that some part of the domain of participants is in the region?
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# (default: no)
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require_domain_in_sub_region = no
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# Is it required that some part of the realm of participants is in the region?
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# (default: yes)
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require_realm_in_sub_region = yes
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# Is it required that the character's domicile, if any, is in the region?
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# Character without domicile will still satisfy this requirement.
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# (default: no)
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require_domicile_in_sub_region = no
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### Trigger determining if a character is valid to be added / can stay in this group (optional)
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# root = character
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# scope:situation = situation
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# scope:situation_sub_region = situation sub region
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is_character_valid = {}
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### Effect run when character joins
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# root = character
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# scope:situation = situation
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# scope:situation_participant_group = situation participant group
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# scope:situation_sub_region = situation sub region
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on_join = {}
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### Effect run when character leaves the participant group (note: not fired when the situation ends)
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# root = character
|
||||
# scope:situation = situation
|
||||
# scope:situation_participant_group = situation participant group
|
||||
# scope:situation_sub_region = situation sub region
|
||||
on_leave = {}
|
||||
}
|
||||
}
|
||||
|
||||
### Effect run when Situation starts (and initial setup has been completed)
|
||||
# Root = situation
|
||||
on_start = {}
|
||||
|
||||
### Effect run when Situation ends
|
||||
# Root = situation
|
||||
on_end = {}
|
||||
|
||||
### Effect run every month
|
||||
# Root = situation
|
||||
on_monthly = {}
|
||||
|
||||
### Effect run every year
|
||||
# Root = situation
|
||||
on_yearly = {}
|
||||
|
||||
### Effect run on Character as they join the situation
|
||||
# Root = character
|
||||
on_join = {}
|
||||
|
||||
### Effect run on Character as they leave the situation (note: not fired when the situation ends)
|
||||
# Root = character
|
||||
on_leave = {}
|
||||
|
||||
### If this situation type can only exist once in the world
|
||||
# (this allows access via scope `situation:<name_of_type>`)
|
||||
# Default: no
|
||||
is_unique = no
|
||||
|
||||
# Enables full catalyst history for the situation if set to yes.
|
||||
# The catalyst history can become very big, only use this flag if needed.
|
||||
keep_full_history = no
|
||||
|
||||
### If rulers involved in this situation should migrate in search for better fetrility
|
||||
# Migration AI is a complex part of AI logic, so it needs to be explicitly enabled here
|
||||
# Rules that are involved insituation and who use county fertility will migrate
|
||||
# Default: no
|
||||
migration = no
|
||||
|
||||
# Which phase should this situation start in (if none if given on situation creation)
|
||||
start_phase = my_phase_key
|
||||
|
||||
# Are the situation phase icons flat or not? Mismatch here gives weird appearance in tooltips.
|
||||
# Default: yes
|
||||
use_situation_phase_flat_icons = yes
|
||||
|
||||
# Which phases can this Situation Type be in? (at least one needs to exist)
|
||||
phases = {
|
||||
|
||||
# Definition of one phase
|
||||
my_phase_key = {
|
||||
|
||||
### Brief: parameters ( parameter list )
|
||||
# Arbitrary parameters related to the phase type
|
||||
# Can be checked in gui by: SituationPhaseType.HasParameter('string')
|
||||
# Note: Requires loc format "situation_parameter_<key>" to show up in tooltips
|
||||
#
|
||||
# Differenting from the parameters in modifier_named_sets in that these
|
||||
# are always the same on the phase type regardless of involved characters
|
||||
#
|
||||
parameters = {
|
||||
some_parameter = yes
|
||||
}
|
||||
|
||||
# Effect run when phase is started in a specific sub region
|
||||
# Root = situation
|
||||
# scope:situation = situation
|
||||
# scope:situation_sub_region = situation sub region this phase belongs to
|
||||
on_start = { }
|
||||
# Effect run when phase in a specific sub region is being ended (and next phase has been determined)
|
||||
# Root = situation
|
||||
# scope:situation = situation
|
||||
# scope:situation_sub_region = situation sub region this phase belongs to
|
||||
on_end = { }
|
||||
|
||||
# (optional) Path to illustration shown in the situation windows
|
||||
# Texture can be accessed in GUI: "[SituationPhaseType.GetIllustration]" or "[SituationSubRegion.GetCurrentPhase.GetType.GetIllustration]"
|
||||
illustration = "path/to/image.dds"
|
||||
|
||||
# (optional) Path to icon for group
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
# (optional) Map province effect applied to all provinces of the sub-region if this phase is active
|
||||
map_province_effect = map_province_effect_key
|
||||
|
||||
# (optional) Map province effect intensity (range 0.0-1.0, default 1.0)
|
||||
map_province_effect_intensity = 1.0
|
||||
|
||||
# (optional) Maximum duration (days) this phase will run.
|
||||
# `max_duration_next_phase` will determine which phase will be next, if max_duration is met
|
||||
# [Scripted Duration]
|
||||
# root - situation
|
||||
# scope:situation_sub_region = situation sub region this phase belongs to
|
||||
max_duration = { days = 1234 }
|
||||
|
||||
# How a next phase is selected, if this phase ends by running out of duration (without a phase taking it over before that).
|
||||
#
|
||||
# Possible values:
|
||||
# (default) highest_points - whichever of the 'future_phases' has accumulated the most 'points'
|
||||
# weighted_random_points - randomly picks one of the 'future_phases', weighted by their current 'points'
|
||||
# random_non_takeover - randomly picks one of the 'future_phases' with equal weight, only picking from phases that have `takeover_type = none`
|
||||
# weighted_non_takover - picks one of the 'future_phases' with highest 'weight' value
|
||||
max_duration_next_phase = weighted_random_points
|
||||
|
||||
# Which phases could this phase transition into?
|
||||
future_phases = {
|
||||
|
||||
# 'phase_key' of possible future phase
|
||||
my_future_phase_key = {
|
||||
|
||||
### (optional) If this phase can take over a currently active phase, and how.
|
||||
#
|
||||
# Possible values:
|
||||
# none - (default) It cannot take over an active phase
|
||||
# points - when the phase accumulates enough catalyst points, specified by `takeover_points`
|
||||
# duration - when the current active phase has been active for a specific duration, specified by `takeover_duration`
|
||||
takeover_type = duration
|
||||
|
||||
### (optional) Scripted value determining when this phase takes over an active phase in catalyst points
|
||||
# Cannot be used together with `takeover_duration`
|
||||
takeover_points = 1234
|
||||
|
||||
### (optional) Scripted value determining when this phase takes over for the next phase
|
||||
weight = 10
|
||||
|
||||
### Scripted value determining when this phase takes over an active phase, if that phase has been active for a duration. (scripted duration)
|
||||
# Cannot be used together with `takeover_points`
|
||||
# Root = situation
|
||||
# scope:situation_sub_region = situation sub region this phase belongs to
|
||||
takeover_duration = { days = 1234 }
|
||||
|
||||
### (optional) Which catalysts contribute to this phase taking over? Value is "number of points" added to future phase total.
|
||||
# If 'takeover_type = points', this can trigger an automatic take-over of the current phase by this future phase.
|
||||
# (possible catalysts are defined in common/situation/catalyst)
|
||||
catalysts = {
|
||||
catalyst_betrayed_alliance = 25
|
||||
catalyst_something_something = 30
|
||||
}
|
||||
}
|
||||
|
||||
# Another possible future phase
|
||||
other_future_phase_key = {
|
||||
# More catalysts here
|
||||
}
|
||||
}
|
||||
|
||||
# Which modifiers and other effects are active while this phase is active
|
||||
modifier_named_sets = {
|
||||
|
||||
### Named "set of modifiers"
|
||||
# Apply modifiers / parameters to current situation phase & participants
|
||||
# Examples: "War Effects", "Diplomacy Effects"
|
||||
# Note: The arbitrary name you set will be used as it's localization key
|
||||
#
|
||||
war_effects_and_stuff_set = {
|
||||
|
||||
### Brief: icon ( string )
|
||||
# Path to icon texture displayed in situation windows
|
||||
icon = "path/to/image.dds"
|
||||
|
||||
### Applied to all participant groups in the situation
|
||||
# (see `my_participant_group_type_key` below for examples)
|
||||
all = {
|
||||
county_modifier = {}
|
||||
character_modifier = {}
|
||||
parameters = {}
|
||||
doctrine_character_modifier = {}
|
||||
}
|
||||
|
||||
# Only for one specific participant group
|
||||
my_participant_group_type_key = {
|
||||
# (optional) Modifier applied to the character participant
|
||||
character_modifier = {}
|
||||
# (optional) Modifier applied to all domain counties of a ruler participant
|
||||
county_modifier = {}
|
||||
# (optional) One or more situation parameters that are active while this phase is active
|
||||
parameters = {
|
||||
cheaper_to_convert_to_struggle_faith = yes
|
||||
county_faith_conversion_in_region_proceeds_faster = yes
|
||||
}
|
||||
|
||||
# Applied to involved characters if they have the given doctrine (can define multiple 'doctrine_character_modifier')
|
||||
doctrine_character_modifier = {
|
||||
name = name_of_doctrine_localization_key
|
||||
doctrine = doctrine_theocracy_lay_clergy
|
||||
same_faith_opinion = 3
|
||||
}
|
||||
doctrine_character_modifier = {
|
||||
name = name_of_other_doctrine_localization_key
|
||||
doctrine = doctrine_theocracy_temporal
|
||||
same_faith_opinion = -3
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
another_named_set = {
|
||||
...
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
1047
common/situation/situations/the_great_steppe.txt
Normal file
1047
common/situation/situations/the_great_steppe.txt
Normal file
File diff suppressed because it is too large
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Add table
Add a link
Reference in a new issue