N3OW_Western_eastern_europe/common/script_values/01_dynamic_values.txt
2024-11-16 19:09:11 +00:00

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# Can't reference a named value that hasn't been defined yet, so this file is late in the load order
# Feel free to use other files as well, but be careful about load order
# Please remove the example formulas once there's a few real formulas
#GOLD
#Based on income + limits
tiny_gold_value = { #To be used as flavor (paying a stablehand, throwing coins in a wishing well)
value = monthly_character_income
multiply = tiny_income_multiplier_value # 1.2 months
min = tiny_gold_min_value
max = tiny_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
tiny_gold_value_static_max = { #To be used as flavor (paying a stablehand, throwing coins in a wishing well)
value = monthly_character_income
multiply = tiny_income_multiplier_value # 1.2 months
min = tiny_gold_min_value
max = tiny_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
minor_gold_value = { #To be used as a run-of-the-mill amount
value = monthly_character_income
multiply = minor_income_multiplier_value # 3 months
min = minor_gold_min_value
max = minor_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
minor_gold_value_static_max = { #To be used as a run-of-the-mill amount
value = monthly_character_income
multiply = minor_income_multiplier_value # 3 months
min = minor_gold_min_value
max = minor_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
medium_gold_value = {
value = monthly_character_income
multiply = medium_income_multiplier_value # 6 months
min = medium_gold_min_value
max = medium_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
medium_gold_value_static_max = {
value = monthly_character_income
multiply = medium_income_multiplier_value # 6 months
min = medium_gold_min_value
max = medium_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
major_gold_value = {
value = monthly_character_income
multiply = major_income_multiplier_value # 12 months, a year
min = major_gold_min_value
max = major_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
major_gold_value_static_max = {
value = monthly_character_income
multiply = major_income_multiplier_value # 12 months, a year
min = major_gold_min_value
max = major_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
massive_gold_value = { #Highest gold to be used in events, very rare
value = monthly_character_income
multiply = massive_income_multiplier_value # 18 months, one and a half years
min = massive_gold_min_value
max = massive_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
massive_gold_value_static_max = { #Highest gold to be used in events, very rare
value = monthly_character_income
multiply = massive_income_multiplier_value # 18 months, one and a half years
min = massive_gold_min_value
max = massive_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
monumental_gold_value = { # Only to be used in extreme cases, primarily for player-initiated actions.
value = monthly_character_income
multiply = monumental_income_multiplier_value # 36 months, three years
min = monumental_gold_min_value
max = monumental_gold_max_value
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
monumental_gold_value_static_max = { # Only to be used in extreme cases, primarily for player-initiated actions.
value = monthly_character_income
multiply = monumental_income_multiplier_value # 36 months, three years
min = monumental_gold_min_value
max = monumental_gold_max_value_static
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
## Negative Gold Values
tiny_gold_value_negative = {
value = tiny_gold_value
multiply = -1
}
minor_gold_value_negative = {
value = minor_gold_value
multiply = -1
}
medium_gold_value_negative = {
value = medium_gold_value
multiply = -1
}
major_gold_value_negative = {
value = major_gold_value
multiply = -1
}
massive_gold_value_negative = {
value = massive_gold_value
multiply = -1
}
monumental_gold_value_negative = {
value = monumental_gold_value
multiply = -1
}
## End negative gold values
tiny_gold_loss = {
add = tiny_gold_value
multiply = -1
}
minor_gold_loss = {
add = minor_gold_value
multiply = -1
}
medium_gold_loss = {
add = medium_gold_value
multiply = -1
}
major_gold_loss = {
add = major_gold_value
multiply = -1
}
massive_gold_loss = {
add = massive_gold_value
multiply = -1
}
monumental_gold_loss = {
add = monumental_gold_value
multiply = -1
}
gift_interaction_cutoff = {
value = yearly_character_income
multiply = 3
min = 10
max = 300
}
head_of_faith_gold_value = {
value = monthly_character_income
multiply = massive_income_multiplier_value
min = massive_gold_min_value
max = monumental_gold_max_value
}
minor_treasury_value = {
value = yearly_character_income
multiply = 1
}
medium_treasury_value = {
value = yearly_character_income
multiply = 3
}
major_treasury_value = {
value = yearly_character_income
multiply = 5
}
massive_treasury_value = {
value = yearly_character_income
multiply = 7
}
monumental_treasury_value = {
value = yearly_character_income
multiply = 10
}
seek_indulgences_major_criminal_trait_value = {
value = head_of_faith_gold_value
multiply = 2.5
}
seek_indulgences_medium_criminal_trait_value = {
value = head_of_faith_gold_value
multiply = 2.0
}
seek_indulgences_minor_criminal_trait_value = {
value = head_of_faith_gold_value
multiply = 1.5
}
seek_indulgences_buy_piety_value = {
value = head_of_faith_gold_value
multiply = 1.0
}
holy_order_gold_value = {
value = monthly_character_income
multiply = major_income_multiplier_value
min = medium_gold_max_value
max = massive_gold_max_value
}
create_duchy_title_value = {
add = 300
multiply = {
value = 1
#Legitimacy discounts
if = {
limit = { legitimacy_level = 5 }
subtract = 0.35
}
if = {
limit = { legitimacy_level = 4 }
subtract = 0.25
}
if = {
limit = { legitimacy_level = 3 }
subtract = 0.2
}
if = {
limit = { legitimacy_level = 2 }
subtract = 0.15
}
if = {
limit = { has_perk = ducal_conquest_perk } # Ducal Conquest
subtract = 0.2
}
if = {
limit = {
culture = { has_innovation = innovation_divine_right } # Divine Right
}
subtract = 0.2
}
if = {
limit = { government_has_flag = government_is_tribal } # Tribal
subtract = 0.5
}
if = {
limit = {
faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power
}
subtract = 0.5
}
if = {
limit = {
culture = { has_cultural_pillar = ethos_courtly } # Courtly
}
subtract = 0.15
}
if = {
limit = {
culture = { has_cultural_tradition = tradition_legalistic } # Legalistic
}
subtract = 0.3
}
if = {
limit = {
dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates
}
subtract = 0.2
}
min = 0.2 # 80% max discount from defines
}
}
create_kingdom_title_value = {
add = 600
multiply = {
value = 1
#Legitimacy discounts
if = {
limit = { legitimacy_level = 5 }
subtract = 0.35
}
if = {
limit = { legitimacy_level = 4 }
subtract = 0.25
}
if = {
limit = { legitimacy_level = 3 }
subtract = 0.2
}
if = {
limit = { legitimacy_level = 2 }
subtract = 0.15
}
if = {
limit = { has_perk = ducal_conquest_perk } # Ducal Conquest
subtract = 0.2
}
if = {
limit = {
culture = { has_innovation = innovation_divine_right } # Divine Right
}
subtract = 0.2
}
if = {
limit = { government_has_flag = government_is_tribal } # Tribal
subtract = 0.5
}
if = {
limit = {
faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power
}
subtract = 0.5
}
if = {
limit = {
culture = { has_cultural_pillar = ethos_courtly } # Courtly
}
subtract = 0.15
}
if = {
limit = {
culture = { has_cultural_tradition = tradition_legalistic } # Legalistic
}
subtract = 0.3
}
if = {
limit = {
dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates
}
subtract = 0.2
}
min = 0.2 # 80% max discount from defines
}
}
create_empire_title_value = {
add = 1200
multiply = {
value = 1
#Legitimacy discounts
if = {
limit = { legitimacy_level = 5 }
subtract = 0.35
}
if = {
limit = { legitimacy_level = 4 }
subtract = 0.25
}
if = {
limit = { legitimacy_level = 3 }
subtract = 0.2
}
if = {
limit = { legitimacy_level = 2 }
subtract = 0.15
}
if = {
limit = { has_perk = ducal_conquest_perk } # Ducal Conquest
subtract = 0.2
}
if = {
limit = {
culture = { has_innovation = innovation_divine_right } # Divine Right
}
subtract = 0.2
}
if = {
limit = { government_has_flag = government_is_tribal } # Tribal
subtract = 0.5
}
if = {
limit = {
faith = { has_doctrine = tenet_pursuit_of_power } # Pursuit of Power
}
subtract = 0.5
}
if = {
limit = {
culture = { has_cultural_pillar = ethos_courtly } # Courtly
}
subtract = 0.15
}
if = {
limit = {
culture = { has_cultural_tradition = tradition_legalistic } # Legalistic
}
subtract = 0.3
}
if = {
limit = {
dynasty = { has_dynasty_perk = law_legacy_2 } # Faithful Magistrates
}
subtract = 0.2
}
min = 0.2 # 80% max discount from defines
}
}
#DUEL
duel_skill_multiplier_base = { #How many more skill points an extremely skilled character has than the averagely skilled character
add = extremely_high_skill_rating
subtract = medium_skill_rating
}
#When used in a duel_value compare modifier, where the duel character has extremely good skill and the target has avarage skill, these modifiers will add...
#10
tiny_positive_duel_skill_multiplier = {
add = 10
divide = duel_skill_multiplier_base
}
#25
low_positive_duel_skill_multiplier = {
add = 25
divide = duel_skill_multiplier_base
}
#50
medium_positive_duel_skill_multiplier = {
add = 50
divide = duel_skill_multiplier_base
}
#75
high_positive_duel_skill_multiplier = {
add = 75
divide = duel_skill_multiplier_base
}
#10
tiny_negative_duel_skill_multiplier = {
add = -10
divide = duel_skill_multiplier_base
}
#-25
low_negative_duel_skill_multiplier = {
add = -25
divide = duel_skill_multiplier_base
}
#-50
medium_negative_duel_skill_multiplier = {
add = -50
divide = duel_skill_multiplier_base
}
#-75
high_negative_duel_skill_multiplier = {
add = -75
divide = duel_skill_multiplier_base
}
# Referenced by code. Amount of gold gained by the winning side per 1000 men who died in battle (hard casualties)
# Root is the winner main participant
# scope:enemy_battle_owner is the main enemy participant
# scope:combat is the combat itself
battle_winner_gold_gain = {
value = 0
if = { # Cultural tradition
limit = {
culture = {
has_cultural_parameter = gain_gold_from_battles
}
}
add = 10
}
if = { # Bonus for legacy
limit = {
exists = dynasty
dynasty = {
has_dynasty_perk = fp1_pillage_legacy_4
}
}
add = 50
}
if = { # Master of Spoils Camp Officer
limit = {
employs_court_position = master_of_spoils_camp_officer
}
add = {
value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer
add = 1
multiply = 10
}
}
}
# Referenced by code. Amount of prestige gained by the winning side per 1000 men who died in battle (hard casualties)
# Root is the winner main participant
# scope:enemy_battle_owner is the main enemy participant
# scope:combat is the combat itself
battle_winner_prestige_gain = {
value = 75
if = { # Bonus for tribals
limit = {
government_has_flag = government_is_tribal
}
add = 75
}
if = { # Leading the troops yourself adds a bit
limit = {
OR = {
scope:combat = {
combat_attacker = {
exists = side_commander
side_commander = {
this = root
}
}
}
scope:combat = {
combat_defender = {
exists = side_commander
side_commander = {
this = root
}
}
}
}
}
add = 40
}
if = { # Bonus for legacy
limit = {
exists = dynasty
dynasty = {
has_dynasty_perk = fp1_pillage_legacy_1
}
}
multiply = 2
}
if = { # Cultural tradition
limit = {
culture = {
has_cultural_parameter = less_prestige_from_battles
}
}
multiply = 0.1
}
# Fighting Peasants Rebellion
if = {
limit = {
scope:enemy_battle_owner = { has_variable = rebel_leader_peasants }
}
multiply = 0.25 # to test
}
if = { # Reduced for LAAMPs
limit = {
is_landless_adventurer = yes
}
multiply = 0.75
}
if = { # Master of Spoils Camp Officer
limit = {
employs_court_position = master_of_spoils_camp_officer
}
add = {
value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer
add = 1
multiply = 10
}
}
if = { # BP3 - Kings of the Wilds Perk
limit = {
has_perk = personal_touch_perk
landless_inspector_king_of_the_wilds = yes
}
multiply = 1.5
}
}
# Referenced by code. Amount of piety gained by the winning side per 1000 men who died in battle (hard casualties)
# Root is the winner main participant
# scope:enemy_battle_owner is the main enemy participant
# scope:combat is the combat itself
battle_winner_piety_gain = {
value = 0
if = {
limit = {
faith = {
faith_hostility_level = {
target = scope:enemy_battle_owner.faith
value >= religious_cb_enabled_hostility_level
}
}
}
value = 35
if = { # Bonus for tribals
limit = {
government_has_flag = government_is_tribal
}
add = 50
}
if = { # Leading the troops yourself adds a bit
limit = {
OR = {
scope:combat = {
combat_attacker = {
exists = side_commander
side_commander = {
this = root
}
}
}
scope:combat = {
combat_defender = {
exists = side_commander
side_commander = {
this = root
}
}
}
}
}
add = 20
}
if = { # Master of Spoils Camp Officer
limit = {
employs_court_position = master_of_spoils_camp_officer
}
add = {
value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer
add = 1
multiply = 10
}
}
}
# Fighting Peasants Rebellion
if = {
limit = {
scope:enemy_battle_owner = { has_variable = rebel_leader_peasants }
}
multiply = 0.25 # to test
}
if = { # Reduced for LAAMPs
limit = {
is_landless_adventurer = yes
}
multiply = 0.75
}
}
# Referenced by code. Chance 0-100 that a randomly created ruler will be female
# Root is the new liege or previous holder of the title
random_ruler_chance_for_female = {
value = 0
faith = {
if = {
limit = { has_dominant_ruling_gender = dummy_female } # if faith allows females to rule, then add 50% chance
add = 50
}
if = {
limit = { NOT = { has_dominant_ruling_gender = dummy_male } } # if faith forbids males to rule, then add 50% chance
add = 50
}
}
}
# Referenced by code. Chance 0-100 that a randomly created ruler for a temple will be female
# Root is the new liege or previous holder of the title
random_theocratic_ruler_chance_for_female = {
value = 0
faith = {
if = {
limit = { has_doctrine = doctrine_clerical_gender_female_only }
add = 100
}
if = {
limit = { has_doctrine = doctrine_clerical_gender_male_only }
add = 0
}
if = {
limit = { has_doctrine = doctrine_clerical_gender_either }
add = 50
}
}
}
age_compared_to_root_plus_ten = {
add = age
subtract = root.age
add = 10
}
age_compared_to_root_minus_ten = {
add = age
subtract = root.age
subtract = 10
}
age_compared_to_root_plus_ten_always_adult = {
add = age
subtract = root.age
add = 10
if = {
limit = {
is_male = yes
}
min = define:NCharacter|MALE_ADULT_AGE
}
if = {
limit = {
is_female = yes
}
min = define:NCharacter|FEMALE_ADULT_AGE
}
}
age_compared_to_root_minus_ten_always_adult = {
add = age
subtract = root.age
subtract = 10
if = {
limit = {
is_male = yes
}
min = define:NCharacter|MALE_ADULT_AGE
}
if = {
limit = {
is_female = yes
}
min = define:NCharacter|FEMALE_ADULT_AGE
}
}
#EXAMPLES
example_total_family_age = {
add = age
add = father.age
add = mother.age
modulo = 10
}
example_fancy_gold = {
add = gold
multiply = 3
divide = 2
subtract = 500
max = 2500
min = 1000
}
example_age_based_gold = {
add = 1000
if = {
limit = { age > 30 }
divide = 2
}
else_if = {
limit = { age < 20 }
divide = 4
}
else = {
divide = 8
}
}
genetic_character_value = {
value = 0
#BEAUTY
if = {
limit = { has_trait = beauty_bad_1 }
add = -1
}
if = {
limit = { has_trait = beauty_bad_2 }
add = -2
}
if = {
limit = { has_trait = beauty_bad_3 }
add = -3
}
if = {
limit = { has_trait = beauty_good_1 }
add = 1
}
if = {
limit = { has_trait = beauty_good_2 }
add = 2
}
if = {
limit = { has_trait = beauty_good_3 }
add = 3
}
#INTELLECT
if = {
limit = { has_trait = intellect_bad_1 }
add = -1
}
if = {
limit = { has_trait = intellect_bad_2 }
add = -2
}
if = {
limit = { has_trait = intellect_bad_3 }
add = -3
}
if = {
limit = { has_trait = intellect_good_1 }
add = 1
}
if = {
limit = { has_trait = intellect_good_2 }
add = 2
}
if = {
limit = { has_trait = intellect_good_3 }
add = 3
}
#PHYSIQUE
if = {
limit = { has_trait = physique_bad_1 }
add = -1
}
if = {
limit = { has_trait = physique_bad_2 }
add = -2
}
if = {
limit = { has_trait = physique_bad_3 }
add = -3
}
if = {
limit = { has_trait = physique_good_1 }
add = 1
}
if = {
limit = { has_trait = physique_good_2 }
add = 2
}
if = {
limit = { has_trait = physique_good_3 }
add = 3
}
#MISC GOOD GENETIC
if = {
limit = { has_trait = fecund }
add = 1
}
#MISC BAD GENETIC
if = {
limit = { has_trait = clubfooted }
add = -1
}
if = {
limit = { has_trait = hunchbacked }
add = -1
}
if = {
limit = { has_trait = lisping }
add = -1
}
if = {
limit = { has_trait = stuttering }
add = -1
}
if = {
limit = { has_trait = giant }
add = -1
}
if = {
limit = { has_trait = inbred }
add = -3
}
if = {
limit = { has_trait = spindly }
add = -1
}
if = {
limit = { has_trait = scaly }
add = -1
}
if = {
limit = { has_trait = albino }
add = -1
}
if = {
limit = { has_trait = wheezing }
add = -1
}
if = {
limit = { has_trait = bleeder }
add = -1
}
if = {
limit = { has_trait = infertile }
add = -1
}
if = {
limit = { has_trait = depressed_genetic }
add = -1
}
if = {
limit = { has_trait = lunatic_genetic }
add = -1
}
if = {
limit = { has_trait = possessed_genetic }
add = -1
}
}
individual_recruit_guest_interaction_cost = {
add = 15
###CLAIMS###
if = {
limit = {
save_temporary_scope_as = claim_holder
any_claim = {
courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host }
}
}
if = {
limit = {
save_temporary_scope_as = claim_holder
any_claim = {
courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host }
tier >= tier_duchy
}
}
add = 50
}
else_if = {
limit = {
save_temporary_scope_as = claim_holder
any_claim = {
courtier_or_guest_claim_trigger = { RULER = scope:claim_holder.host }
tier = tier_county
}
}
add = 25
}
}
###DYNASTY###
if = {
limit = { exists = dynasty }
add = {
value = dynasty.dynasty_prestige_level #0-10
multiply = 5 #Max 50
}
}
###GENETIC TRAITS###
add = {
value = genetic_character_value
multiply = 3
min = -15
max = 15
}
###COMMANDER TRAITS###
if = {
limit = { number_of_commander_traits >= 1 }
add = {
value = number_of_commander_traits
multiply = 5
min = 0
}
}
###COURT PHYSICIAN TRAITS###
if = {
limit = {
OR = {
AND = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 100
}
}
AND = {
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 100
}
}
}
}
add = 20
}
else_if = {
limit = {
OR = {
has_trait = lifestyle_herbalist
AND = {
has_trait = lifestyle_physician
has_trait_xp = {
trait = lifestyle_physician
value >= 50
}
}
AND = {
has_trait = lifestyle_mystic
has_trait_xp = {
trait = lifestyle_mystic
value >= 50
}
}
}
}
add = 15
}
else_if = {
limit = {
OR = {
has_trait = lifestyle_physician
has_trait = lifestyle_mystic
}
}
add = 10
}
###SKILLS###
if = {
limit = { diplomacy >= good_skill_level }
add = 5
}
if = {
limit = { martial >= good_skill_level }
add = 5
}
if = {
limit = { stewardship >= good_skill_level }
add = 5
}
if = {
limit = { intrigue >= good_skill_level }
add = 5
}
if = {
limit = { learning >= good_skill_level }
add = 5
}
if = {
limit = { prowess >= good_skill_level }
add = 5
}
###PERSONALITY MULTIPLIER###
if = {
limit = {
OR = {
ai_greed >= high_positive_ai_value
has_trait = arrogant
}
}
multiply = 1.2
}
else_if = {
limit = {
OR = {
ai_greed <= high_negative_ai_value
has_trait = humble
}
}
multiply = 0.8
}
###AMENITIES MULTIPLIER###
if = {
limit = {
host = {
has_royal_court = yes
has_dlc_feature = royal_court
court_owner = {
amenity_level = { type = court_servants value = medium_amenity_level }
}
}
}
multiply = 0.8
}
else_if = {
limit = {
host = {
has_royal_court = yes
has_dlc_feature = royal_court
court_owner = {
amenity_level = { type = court_servants value = high_amenity_level }
}
}
}
multiply = 0.7
}
else_if = {
limit = {
host = {
has_royal_court = yes
has_dlc_feature = royal_court
court_owner = {
amenity_level = { type = court_servants value = very_high_amenity_level }
}
}
}
multiply = 0.6
}
else_if = {
limit = {
host = {
has_royal_court = yes
has_dlc_feature = royal_court
court_owner = {
amenity_level = { type = court_servants value = max_amenity_level }
}
}
}
multiply = 0.5
}
min = 10
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
if = { # Cultural Traditions
limit = {
host = {
culture = {
has_cultural_parameter = cheaper_guest_recruitment
}
}
}
multiply = 0.8
min = 8
}
if = { # Dynasty legacy
limit = {
host = {
exists = dynasty
dynasty = {
has_dynasty_perk = erudition_legacy_1
}
}
}
multiply = 0.7
min = 7
}
if = { # Tribal rulers pay less
limit = {
host = {
government_has_flag = government_is_tribal
}
}
multiply = 0.5
min = 10
}
}
recruit_guest_interaction_cost = {
value = 0
every_traveling_family_member = {
add = individual_recruit_guest_interaction_cost
}
}
recruit_guest_interaction_cost_with_list = {
value = 0
every_in_list = {
list = recruiting_family
add = individual_recruit_guest_interaction_cost
}
}
root_attraction_based_female_chance = {
if = {
limit = {
root = {
is_attracted_to_women = yes
is_attracted_to_men = no
}
}
add = 100
}
else_if = {
limit = {
root = {
is_attracted_to_women = yes
is_attracted_to_men = yes
}
}
add = 50
}
else = {
add = 0
}
}
scope_attraction_based_female_chance = {
if = {
limit = {
scope:attraction_check = {
is_attracted_to_women = yes
is_attracted_to_men = no
}
}
add = 100
}
else_if = {
limit = {
scope:attraction_check = {
is_attracted_to_women = yes
is_attracted_to_men = yes
}
}
add = 50
}
else = {
add = 0
}
}
root_faith_clergy_gender_female_chance = {
if = {
limit = {
root.faith = { has_doctrine_parameter = clergy_must_be_male }
}
add = 0
}
else_if = {
limit = {
root.faith = { has_doctrine_parameter = clergy_must_be_female }
}
add = 100
}
else = {
add = 50
}
}
scope_value_target_soldier_female_chance = {
if = {
limit = {
NOT = {
dummy_female = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target }
}
}
dummy_male = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target }
}
}
add = 0
}
else_if = {
limit = {
dummy_female = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target }
}
NOT = {
dummy_male = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:value_target }
}
}
}
add = 100
}
else = {
add = 50
}
}
root_soldier_female_chance = {
if = {
limit = {
NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
}
add = 0
}
else_if = {
limit = {
dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
add = 100
}
else = {
add = 50
}
}
root_non_combatant_female_chance = {
if = {
limit = {
NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
}
add = 100
}
else_if = {
limit = {
dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } }
NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root } } }
}
add = 0
}
else = {
add = 50
}
}
actor_soldier_female_chance = {
if = {
limit = {
NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } }
dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } }
}
add = 0
}
else_if = {
limit = {
dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } }
NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } } }
}
add = 100
}
else = {
add = 50
}
}
recipient_soldier_female_chance = {
if = {
limit = {
NOT = { dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } }
dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } }
}
add = 0
}
else_if = {
limit = {
dummy_female = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } }
NOT = { dummy_male = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:recipient } } }
}
add = 100
}
else = {
add = 50
}
}
root_faith_dominant_gender_female_chance = {
if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
activity_location_faith_dominant_gender_female_chance = {
if = {
limit = { scope:activity.activity_location.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { scope:activity.activity_location.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
location_faith_dominant_gender_female_chance = {
if = {
limit = { location.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 0
}
else_if = {
limit = { location.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 100
}
else = {
add = 50
}
}
root_faith_dominant_gender_female_reversed_chance = {
if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 100
}
else_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 0
}
else = {
add = 50
}
}
root_faith_dominant_gender_adjusted_female_chance = {
if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
add = 20
}
else_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
add = 80
}
else = {
add = 50
}
}
root_self_based_female_chance = {
if = {
limit = {
root = {
is_female = yes
}
}
add = 100
}
else = {
add = 0
}
}
marriage_gender_adjusted_female_chance = {
if = {
limit = {
allowed_to_marry_same_sex_trigger = yes
is_female = yes
is_attracted_to_women = yes
is_attracted_to_men = no
OR = { #Already have an heir of their dynasty or don't care
AND = {
exists = primary_heir
exists = dynasty
dynasty = primary_heir.dynasty
}
is_lowborn = yes
}
}
add = 100
}
else_if = {
limit = {
allowed_to_marry_same_sex_trigger = yes
is_female = yes
is_attracted_to_women = yes
is_attracted_to_men = yes
OR = { #Already have an heir of their dynasty or don't care
AND = {
exists = primary_heir
exists = dynasty
dynasty = primary_heir.dynasty
}
is_lowborn = yes
}
}
add = 50
}
else_if = {
limit = {
is_female = yes
}
add = 0
}
else_if = {
limit = {
allowed_to_marry_same_sex_trigger = yes
is_male = yes
is_attracted_to_men = yes
is_attracted_to_women = no
OR = { #Already have an heir of their dynasty or don't care
AND = {
exists = primary_heir
exists = dynasty
dynasty = primary_heir.dynasty
}
is_lowborn = yes
}
}
add = 0
}
else_if = {
limit = {
allowed_to_marry_same_sex_trigger = yes
is_male = yes
is_attracted_to_men = yes
is_attracted_to_women = yes
OR = { #Already have an heir of their dynasty or don't care
AND = {
exists = primary_heir
exists = dynasty
dynasty = primary_heir.dynasty
}
is_lowborn = yes
}
}
add = 50
}
else = {
add = 100
}
}
root_sexuality_female_chance = {
if = {
limit = {
root = {
is_attracted_to_women = yes
is_attracted_to_men = no
}
}
add = 100
}
else_if = {
limit = {
root = {
is_attracted_to_women = no
is_attracted_to_men = yes
}
}
add = 0
}
else = { # Asexual/bi
add = 50
}
}
# Referenced by code when auto-assigning perks. Root is a character. Supports the use of randomization
num_perk_points = {
add = age
subtract = 16
divide = 3
min = 0
max = 20
}
stewardship_wealth_5002_investment_duration = 30
stewardship_wealth_5002_good_tax_increase = 0.1
stewardship_wealth_5002_great_tax_increase = 0.2
stewardship_wealth_5002_payment = {
value = capital_province.monthly_income
multiply = 12
multiply = stewardship_wealth_5002_investment_duration
multiply = stewardship_wealth_5002_good_tax_increase #Now we're at the amount of extra tax you'd make
divide = 3
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
stewardship_wealth_5002_one_time_gain = {
value = stewardship_wealth_5002_payment
divide = 2
#Rounds up to the closest number divisible by 5
divide = 5
ceiling = yes
multiply = 5
}
infidelity_event_delay = 3
half_monthly_character_income = {
value = monthly_character_income
multiply = 0.5
}
monthly_character_income_minus_expenses = {
value = monthly_character_income
subtract = monthly_character_expenses
}
monthly_character_expenses_plus_fourty_percent = {
value = monthly_character_expenses
multiply = 1.4
}
monthly_character_expenses_times_three = {
value = monthly_character_expenses
multiply = 3
}
ai_war_chest_desired_gold_value = {
value = yearly_character_income
multiply = 3
min = 100
max = 2000
}
ai_inspiration_desired_gold_value = {
value = yearly_character_income
min = basic_fund_inspiration_cost
max = 2000
}
ai_war_chest_defender_holy_war_gold_value = {
value = yearly_character_income
multiply = 2
min = 50
max = 2000
}
steward_convert_culture_value = {
value = yearly_character_income
multiply = 5
min = 150
}
steward_increase_development_value = {
value = yearly_character_income
multiply = 3
min = 100
}
minimum_ai_gold_value_for_tyranny_wars = {
value = yearly_character_income
min = 10
}
comfortable_ai_gold_value_for_tyranny_wars = {
value = yearly_character_income
multiply = 3
min = 25
}
uncomfortable_ai_bancruptcy_for_wars = {
value = yearly_character_income
multiply = -2
}
very_uncomfortable_ai_bancruptcy_for_wars = {
value = yearly_character_income
multiply = -4
}
ai_economic_preference_value = {
value = 1
if = {
limit = {
scope:holder.capital_province = this
free_building_slots <= 0
}
add = 1
}
if = {
limit = {
has_building_or_higher = tax_assessor_01
free_building_slots <= 0
}
add = 1
}
}
dislikes_maa_value = -9
compensate_conflict_maa_bonus = 9
likes_maa_value = 1
stationed_maa_bonus = 3
non_stationed_maa_bonus = -3
really_likes_maa_value = 2
stacking_bonus_value = 4
anti_synergy_penalty_value = -9
fp2_2007_calculate_architect_competence = { # Intended for use with fp2_2007 in specific, not for general architects.
value = 0
if = { limit = { culture = { has_cultural_parameter = architect_trait_prestige } } add = 15 } # Collapsed into one line for compactness
if = { limit = { has_trait = organizer } add = 2 }
if = { limit = { has_trait = logistician } add = 5 }
if = { limit = { has_trait = military_engineer } add = 15 }
if = { limit = { has_trait = strategist } add = 4 }
if = { limit = { has_trait = shrewd } add = 5 }
if = { limit = { has_trait = diligent } add = 5 }
if = { limit = { has_trait = temperate } add = 3 }
if = { limit = { has_trait = patient } add = 2 }
if = { limit = { has_trait = paranoid } add = 2 }
if = { limit = { has_trait = scholar } add = 1 }
if = { limit = { has_trait = architect } add = 12 }
if = { limit = { has_trait = content } subtract = 1 }
if = { limit = { has_trait = fickle } subtract = 5 }
if = { limit = { has_trait = arrogant } subtract = 10 }
if = { limit = { has_trait = lazy } subtract = 4 }
if = { limit = { has_trait = impatient } subtract = 5 }
if = { limit = { has_trait = greedy } subtract = 2 }
if = { limit = { has_trait = avaricious } subtract = 1 }
if = { limit = { has_trait = dull } subtract = 10 }
}
activity_host_faith_dominant_gender_adjusted_female_chance = {
if = {
limit = {
scope:activity.activity_host.faith = { has_doctrine = doctrine_gender_male_dominated }
}
add = 20
}
else_if = {
limit = {
scope:activity.activity_host.faith = { has_doctrine = doctrine_gender_female_dominated }
}
add = 80
}
else = { add = 50 }
}
activity_host_clergy_gender_female_chance = {
if = {
limit = {
scope:activity.activity_host.faith = { has_doctrine_parameter = clergy_must_be_male }
}
add = 0
}
else_if = {
limit = {
scope:activity.activity_host.faith = { has_doctrine_parameter = clergy_must_be_female }
}
add = 100
}
else = { add = 50 }
}
five_times_monumental_value = {
add = monumental_gold_value
multiply = 5
}