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04 Ep2 Skilled Attributes

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0% found this document useful (0 votes)
29 views18 pages

04 Ep2 Skilled Attributes

Uploaded by

Maiko
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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##################################################

# INDEX
#
# Politicker - politicker_attribute
# Tactician - tactician_attribute
# Reeve - reeve_attribute
# Manipulator - manipulator_attribute
# Mentor - mentor_attribute
# Contender - contender_attribute
#

##################################################
# CONTROL VALUES

@skill_accolade_qualifying_value = high_skill_rating

@accolade_trait_additive_plus_1_value = 250
@accolade_trait_additive_plus_2_value = 150
@accolade_trait_additive_plus_3_value = 50
@accolade_trait_additive_minus_1_value = -50
@accolade_trait_additive_minus_2_value = -150
@accolade_trait_additive_minus_3_value = -250

@lifestyle_bonus_tier_1_value = 0.15
@lifestyle_bonus_tier_2_value = 0.25
@lifestyle_bonus_tier_3_value = 0.35

@army_maintenance_mult_bonus_tier_1 = -0.1
@army_maintenance_mult_bonus_tier_2 = -0.15
@army_maintenance_mult_bonus_tier_3 = -0.25

@dread_base_bonus_tier_1_value = 5
@dread_base_bonus_tier_2_value = 10
@dread_base_bonus_tier_3_value = 20

@tourney_participant_xp_mult_bonus_tier_1_value = 0.1
@tourney_participant_xp_mult_bonus_tier_2_value = 0.2
@tourney_participant_xp_mult_bonus_tier_3_value = 0.3

@intrigue_scheme_phase_duration_bonus_tier_1_value = -2
@intrigue_scheme_phase_duration_bonus_tier_2_value = -5
@intrigue_scheme_phase_duration_bonus_tier_3_value = -10

@knight_effectiveness_per_dread_tier_2_value = 0.003
@knight_effectiveness_per_dread_tier_3_value = 0.005

@piety_per_knight_add_bonus_tier_1_value = 0.1
@piety_per_knight_add_bonus_tier_2_value = 0.2
@piety_per_knight_add_bonus_tier_3_value = 0.3

##################################################
# SKILL TYPE ACCOLADES

# Politicker
politicker_attribute = {
adjective = accolade_politicking
noun = accolade_politicker
accolade_categories = { skilled skill social personality diplomacy
vassal_manager courtly subtle }
potential = {
prowess >= accolade_prowess_requirement_value
OR = {
diplomacy >= @skill_accolade_qualifying_value
has_trait = diplomat
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = diplomacy
multiply = 10
}
# Culture.
## Courtly ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_courtly
has_cultural_pillar = ethos_egalitarian
}
}
}
add = 200
}
## Egalitarian ethos.
if = {
limit = {
culture ?= { has_cultural_pillar =
ethos_egalitarian }
}
add = 200
}
## Era.
add = accolade_weighted_up_in_later_eras_value
# AI values.
add = {
value = ai_honor
multiply = 0.75
}
add = {
value = ai_energy
multiply = 0.5
}
# Traits.
## Additives.
### +++ Gregarious.
if = {
limit = { has_trait = gregarious }
add = @accolade_trait_additive_plus_3_value
}
### ++ Diplomacy Education.
if = {
limit = { has_trait = education_diplomacy }
add = @accolade_trait_additive_plus_2_value
}
### + Trusting.
if = {
limit = { has_trait = trusting }
add = @accolade_trait_additive_plus_1_value
}
### -- Paranoid.
if = {
limit = { has_trait = paranoid }
add = @accolade_trait_additive_minus_2_value
}
## Factor 0s.
### Shy
if = {
limit = { has_trait = shy }
multiply = 0
}
### Reclusive
if = {
limit = { has_trait = reclusive }
multiply = 0
}
### Content
if = {
limit = { has_trait = content }
multiply = 0
}
}
# weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}

ranks = {
# Rank 1
200 = {
liege_modifier = {
courtly_opinion = 3
barons_and_minor_landholders_opinion = 3
#minority_opinion = 5
}
}
# Rank 2
600 = {
liege_modifier = {
courtly_opinion = 3
barons_and_minor_landholders_opinion = 3
#minority_opinion = 5
}
}
# Rank 3
1200 = {
liege_modifier = {
courtly_opinion = 6
barons_and_minor_landholders_opinion = 6
#minority_opinion = 8
#learning = 1
}
accolade_parameters = {
accolade_influences_regency
}
}
# Rank 4
2000 = {
liege_modifier = {
courtly_opinion = 6
barons_and_minor_landholders_opinion = 6
#minority_opinion = 8
#learning = 1
}
accolade_parameters = {
accolade_influences_regency
}
}
# Rank 5
3000 = {
liege_modifier = {
courtly_opinion = 10
barons_and_minor_landholders_opinion = 10
#minority_opinion = 10
#learning = 2
}
accolade_parameters = {
accolade_tour_end_bonus
accolade_influences_regency_high
}
}
# Rank 6
4200 = {
liege_modifier = {
courtly_opinion = 10
barons_and_minor_landholders_opinion = 10
#minority_opinion = 10
#learning = 2
}
accolade_parameters = {
accolade_tour_end_bonus
accolade_influences_regency_high
}
}
}
}

# Tactician
tactician_attribute = {
adjective = accolade_strategic
noun = accolade_tactician
accolade_categories = { skilled skill warlike leader subtle martial }

potential = {
prowess >= accolade_prowess_requirement_value
OR = {
has_trait = strategist
martial >= @skill_accolade_qualifying_value
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = martial
multiply = 10
}
# Culture.
## Bellicose ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_bellicose
has_cultural_pillar = ethos_bureaucratic
}
}
}
add = 200
}
## Era.
add = accolade_weighted_up_in_earlier_eras_value
# AI values.
add = {
value = ai_boldness
multiply = 0.75
}
add = {
value = ai_vengefulness
multiply = 0.5
}
# Traits.
## Additives.
### +++ Patient
if = {
limit = { has_trait = patient }
add = @accolade_trait_additive_plus_3_value
}
### ++ Calm.
if = {
limit = { has_trait = calm }
add = @accolade_trait_additive_plus_2_value
}
### ++ Martial Education.
if = {
limit = { has_trait = education_martial }
add = @accolade_trait_additive_plus_2_value
}
### + Brave.
if = {
limit = { has_trait = brave }
add = @accolade_trait_additive_plus_1_value
}
### - Forgiving.
if = {
limit = { has_trait = forgiving }
add = @accolade_trait_additive_minus_1_value
}
### --- Wrathful.
if = {
limit = { has_trait = wrathful }
add = @accolade_trait_additive_minus_3_value
}
### --- Impatient.
if = {
limit = { has_trait = impatient }
add = @accolade_trait_additive_minus_3_value
}
}
# weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}

ranks = {
# Rank 1
200 = {
liege_modifier = { monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_1_value }
}
# Rank 2
600 = {
liege_modifier = { monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_1_value }
}
# Rank 3
1200 = {
liege_modifier = {
monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_2_value
#martial = 1
}
knight_army_modifier = {
counter_efficiency = @lifestyle_bonus_tier_2_value
}
}
# Rank 4
2000 = {
liege_modifier = {
monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_2_value
#martial = 1
}
knight_army_modifier = {
counter_efficiency = @lifestyle_bonus_tier_2_value
}
}
# Rank 5
3000 = {
liege_modifier = {
monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_3_value
#martial = 2
}
knight_army_modifier = {
counter_efficiency = @lifestyle_bonus_tier_3_value
}
accolade_parameters = {
accolade_organize_army_bonus
}
}
# Rank 6
4200 = {
liege_modifier = {
monthly_martial_lifestyle_xp_gain_mult =
@lifestyle_bonus_tier_3_value
#martial = 2
}
knight_army_modifier = {
counter_efficiency = @lifestyle_bonus_tier_3_value
}
accolade_parameters = {
accolade_organize_army_bonus
}
}
}
}

# Reeve
reeve_attribute = {
adjective = accolade_calculating
noun = accolade_reeve
accolade_categories = { skilled skill subtle courtly leader stewardship }

potential = {
prowess >= accolade_prowess_requirement_value
OR = {
has_trait = administrator
stewardship >= @skill_accolade_qualifying_value
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = stewardship
multiply = 10
}
# Culture.
## Bureaucratic ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_bureaucratic
has_cultural_pillar = ethos_egalitarian
}
}
}
add = 200
}
## Era.
add = accolade_weighted_up_in_later_eras_value
# AI values.
add = {
value = ai_rationality
multiply = 0.75
}
add = {
value = ai_energy
multiply = 0.5
}
# Traits.
## Additives.
### +++ Diligent
if = {
limit = { has_trait = diligent }
add = @accolade_trait_additive_plus_3_value
}
### ++ Education Stewardship
if = {
limit = { has_trait = education_stewardship }
add = @accolade_trait_additive_plus_2_value
}
### + Gregarious.
if = {
limit = { has_trait = gregarious }
add = @accolade_trait_additive_plus_1_value
}
### - Shy.
if = {
limit = { has_trait = generous }
add = @accolade_trait_additive_minus_2_value
}
### -- Arbitrary.
if = {
limit = { has_trait = arbitrary }
add = @accolade_trait_additive_minus_2_value
}
}
# Finally, weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}
ranks = {
# Rank 1
200 = {
liege_modifier = {
parochial_opinion = 5
}
}
# Rank 2
600 = {
liege_modifier = {
parochial_opinion = 10
}
}
# Rank 3
1200 = {
liege_modifier = {
parochial_opinion = 10
#stewardship = 1
}
accolade_parameters =
{ accolade_development_growth_on_tournament_completion_low }
}
# Rank 4
2000 = {
liege_modifier = {
parochial_opinion = 15
#stewardship = 1
}
accolade_parameters =
{ accolade_development_growth_on_tournament_completion_low }
}
# Rank 5
3000 = {
liege_modifier = {
parochial_opinion = 15
#stewardship = 2
}
accolade_parameters = {
accolade_development_growth_on_tournament_completion_high
accolade_increase_control_bonus
}
}
# Rank 6
4200 = {
liege_modifier = {
parochial_opinion = 20
#stewardship = 2
}
accolade_parameters = {
accolade_development_growth_on_tournament_completion_high
accolade_increase_control_bonus
}
}
}
}

# Manipulator
manipulator_attribute = {
adjective = accolade_manipulative
noun = accolade_manipulator
accolade_categories = { skilled skill subtle courtly aggressive amoral
intrigue }

potential = {
prowess >= accolade_prowess_requirement_value
OR = {
intrigue >= @skill_accolade_qualifying_value
has_trait = schemer
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = intrigue
multiply = 10
}
# Culture.
## Courtly ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_courtly
has_cultural_pillar = ethos_communal
}
}
}
add = 200
}
## Era.
add = accolade_weighted_up_in_later_eras_value
# AI values.
add = {
value = ai_vengefulness
multiply = 0.75
}
add = {
value = ai_honor
multiply = -1
}
# Traits.
## Additives.
### +++ Deceitful.
if = {
limit = { has_trait = deceitful }
add = @accolade_trait_additive_plus_3_value
}
### +++ Paranoid
if = {
limit = { has_trait = paranoid }
add = @accolade_trait_additive_plus_3_value
}
### ++ Intrigue Education.
if = {
limit = { has_trait = education_intrigue }
add = @accolade_trait_additive_plus_2_value
}
### + Arbitrary.
if = {
limit = { has_trait = arbitrary }
add = @accolade_trait_additive_plus_1_value
}
### + Sadistic
if = {
limit = { has_trait = sadistic }
add = @accolade_trait_additive_plus_1_value
}
### - Just.
if = {
limit = { has_trait = just }
add = @accolade_trait_additive_minus_1_value
}
## Factor 0s.
### Honest.
if = {
limit = { has_trait = honest }
multiply = 0
}
}
# Finally, weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}

ranks = {
# Rank 1
200 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_1_value
}
}
# Rank 2
600 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_1_value
}
}
# Rank 3
1200 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_2_value
#knight_effectiveness_per_dread =
@knight_effectiveness_per_dread_tier_2_value
#intrigue = 1
}
}
# Rank 4
2000 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_2_value
#knight_effectiveness_per_dread =
@knight_effectiveness_per_dread_tier_2_value
#intrigue = 1
}
}
# Rank 5
3000 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_3_value
#knight_effectiveness_per_dread =
@knight_effectiveness_per_dread_tier_3_value
dread_baseline_add = @dread_base_bonus_tier_3_value
#intrigue = 2
}
}
# Rank 6
4200 = {
liege_modifier = {
intrigue_scheme_phase_duration =
@intrigue_scheme_phase_duration_bonus_tier_3_value
#knight_effectiveness_per_dread =
@knight_effectiveness_per_dread_tier_3_value
dread_baseline_add = @dread_base_bonus_tier_3_value
#intrigue = 2
}
}
}
}

# Mentor
mentor_attribute = {
adjective = accolade_sagely
noun = accolade_mentor
accolade_categories = { skilled skill subtle courtly ethical leader
learning }

potential = {
prowess >= accolade_prowess_requirement_value
OR = {
learning >= @skill_accolade_qualifying_value
has_trait = whole_of_body
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = learning
multiply = 10
}
# Culture.
## Communal ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_communal
has_cultural_pillar = ethos_spiritual
}
}
}
add = 200
}
## Spiritual ethos.
if = {
limit = {
culture ?= { has_cultural_pillar = ethos_spiritual }
}
add = 200
}
## Era.
add = accolade_weighted_up_in_later_eras_value
# AI values.
add = {
value = ai_energy
multiply = -0.5
}
add = {
value = ai_boldness
multiply = -0.75
}
# Traits.
## Additives.
### +++ Patient.
if = {
limit = { has_trait = patient }
add = @accolade_trait_additive_plus_3_value
}
### +++ Calm
if = {
limit = { has_trait = calm }
add = @accolade_trait_additive_plus_3_value
}
### +++ Diligent.
if = {
limit = { has_trait = diligent }
add = @accolade_trait_additive_plus_3_value
}
### ++ Learning Education.
if = {
limit = { has_trait = education_learning }
add = @accolade_trait_additive_plus_2_value
}
### + Shy.
if = {
limit = { has_trait = shy }
add = @accolade_trait_additive_plus_1_value
}
### - Arbitrary.
if = {
limit = { has_trait = arbitrary }
add = @accolade_trait_additive_minus_1_value
}
### - Callous
if = {
limit = { has_trait = callous }
add = @accolade_trait_additive_minus_1_value
}
### -- Lazy.
if = {
limit = { has_trait = lazy }
add = @accolade_trait_additive_minus_2_value
}
## Factor 0s.
### Impatient.
if = {
limit = { has_trait = impatient }
multiply = 0
}
}
# Finally, weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}

ranks = {
# Rank 1
200 = {
liege_modifier = {
knight_limit = 1
}
}
# Rank 2
600 = {
liege_modifier = {
knight_limit = 1
}
}
# Rank 3
1200 = {
liege_modifier = {
knight_limit = 1
}
accolade_parameters = {
accolade_train_commanders_bonus
accolade_wise_educator
}
}
# Rank 4
2000 = {
liege_modifier = {
knight_limit = 1
}
accolade_parameters = {
accolade_train_commanders_bonus
accolade_wise_educator
}
}
# Rank 5
3000 = {
liege_modifier = {
knight_limit = 2
}
accolade_parameters = {
accolade_train_commanders_bonus_high
accolade_wise_educator_high
}
}
# Rank 6
4200 = {
liege_modifier = {
knight_limit = 2
}
accolade_parameters = {
accolade_train_commanders_bonus_high
accolade_wise_educator_high
}
}
}
}

# Contender
contender_attribute = {
adjective = accolade_fearsome
noun = accolade_contender
accolade_categories = { skilled skill champion forceful warlike prowess }

potential = {
OR = {
prowess >= 20
has_trait_xp = {
trait = tourney_participant
track = bow
value >= 50
}
has_trait_xp = {
trait = tourney_participant
track = horse
value >= 50
}
has_trait_xp = {
trait = tourney_participant
track = foot
value >= 50
}
has_trait_xp = {
trait = tourney_participant
track = wit
value >= 50
}
}
}

weight = {
# These are less interesting, so we weight them down for the AI.
value = accolade_standard_base_value
# Scope over to the liege to see if they even want this accolade.
scope:owner ?= {
# Skills.
add = {
value = prowess
multiply = 10
}
# Culture.
## Bellicose ethos.
if = {
limit = {
culture ?= {
OR = {
has_cultural_pillar = ethos_bellicose
has_cultural_pillar = ethos_stoic
}
}
}
add = 200
}
## Era.
add = accolade_weighted_up_in_earlier_eras_value
# AI values.
add = {
value = ai_boldness
multiply = 1
}
add = {
value = ai_vengefulness
multiply = 0.5
}
add = {
value = ai_compassion
multiply = -0.5
}
# Traits.
## Additives.
### +++ Brave.
if = {
limit = { has_trait = brave }
add = @accolade_trait_additive_plus_3_value
}
### ++ Wrathful.
if = {
limit = { has_trait = wrathful }
add = @accolade_trait_additive_plus_2_value
}
### ++ Vengeful.
if = {
limit = { has_trait = vengeful }
add = @accolade_trait_additive_plus_2_value
}
### + Callous.
if = {
limit = { has_trait = callous }
add = @accolade_trait_additive_plus_1_value
}
### + Sadistic.
if = {
limit = { has_trait = sadistic }
add = @accolade_trait_additive_plus_1_value
}
### -- Forgiving.
if = {
limit = { has_trait = forgiving }
add = @accolade_trait_additive_minus_2_value
}
### --- Craven.
if = {
limit = { has_trait = craven }
add = @accolade_trait_additive_minus_3_value
}
## Factor 0s.
### Compassionate.
if = {
limit = { has_trait = compassionate }
multiply = 0
}
}
# Finally, weight for opinion.
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}

ranks = {
# Rank 1
200 = {
accolade_parameters = {
accolade_tournament_xp_gain_contender_only_low
}
liege_modifier = {
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_1_value
}
}
# Rank 2
600 = {
accolade_parameters = {
accolade_tournament_xp_gain_contender_only_low
}
liege_modifier = {
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_1_value
}
}
# Rank 3
1200 = {
accolade_parameters = {
accolade_tournament_xp_gain_contender_only
accolade_tournament_xp_gain_all_knights
}
liege_modifier = {
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_2_value
}
}
# Rank 4
2000 = {
accolade_parameters = {
accolade_tournament_xp_gain_contender_only
accolade_tournament_xp_gain_all_knights
}
liege_modifier = {
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_2_value
}

}
# Rank 5
3000 = {
liege_modifier = {
monthly_prestige_gain_per_knight_mult = 0.02
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_3_value
}
accolade_parameters = {
accolade_tournament_xp_gain_contender_only_high
accolade_tournament_xp_gain_all_knights_high
}
}
# Rank 6
4200 = {
liege_modifier = {
monthly_prestige_gain_per_knight_mult = 0.02
tourney_participant_xp_gain_mult =
@tourney_participant_xp_mult_bonus_tier_3_value
}
accolade_parameters = {
accolade_tournament_xp_gain_contender_only_high
accolade_tournament_xp_gain_all_knights_high
}
}
}
}

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