04 Ep2 Common Attributes
04 Ep2 Common Attributes
04 Ep2 Common Attributes
# INDEX
#
# Marauder - marauder_attribute
# Idealist - idealist_attribute
# Charmer - charmer_attribute
# Thug - thug_attribute
# Disciplinarian - disciplinarian_attribute
# Fanatic - fanatic_attribute
# Valiant - valiant_attribute
# Stalwart - stalwart_attribute
# Scoundrel - scoundrel_attribute
##################################################
marauder_attribute = {
adjective = accolade_marauding
noun = accolade_marauder
#grouping accolades
accolade_categories = { common personality villainous martial intrigue
dreadful disliked army_bonus amoral forceful aggressive militant }
if = {
limit = {
scope:owner ?= {
OR = {
has_trait = compassionate
has_trait = forgiving
has_trait = generous
culture = {
has_cultural_tradition =
tradition_charitable
}
faith = {
OR = {
has_doctrine = tenet_pacifism
has_doctrine =
tenet_dharmic_pacifism
}
}
}
}
}
multiply = 0
}
}
1500 = { # rank 5
knight_army_modifier = {
uncontrolled_province_advantage = 5
}
liege_modifier = {
monthly_prestige_gain_per_dread_mult = 0.005
}
}
2100 = { # rank 6
knight_army_modifier = {
uncontrolled_province_advantage = 5
}
liege_modifier = {
monthly_prestige_gain_per_dread_mult = 0.005
}
}
}
}
idealist_attribute = {
adjective = accolade_idealistic
noun = accolade_idealist
#grouping accolades
accolade_categories = { common personality benevolent social diplomacy
vassal_manager foreign_relations courtly ethical defensive leader }
charmer_attribute = {
adjective = accolade_charming
noun = accolade_charmer
#grouping accolades
accolade_categories = { common personality unscrupulous social diplomacy
intrigue personal_schemer disliked courtly subtle }
thug_attribute = {
adjective = accolade_thuggish
noun = accolade_thug
#grouping accolades
accolade_categories = { common personality unscrupulous prowess
hostile_schemer activities dreadful disliked amoral forceful aggressive champion }
disciplinarian_attribute = {
adjective = accolade_disciplined
noun = accolade_disciplinarian
#grouping accolades
accolade_categories = { common personality righteous stewardship martial
army_bonus causes_stress ethical forceful militant leader }
fanatic_attribute = {
adjective = accolade_fanatical
noun = accolade_fanatic
#grouping accolades
accolade_categories = { common personality righteous learning army_bonus
disliked militant ethical forceful aggressive }
valiant_attribute = {
adjective = accolade_valiant
noun = accolade_valiant
#grouping accolades
accolade_categories = { common personality righteous prowess army_bonus
army_penalty militant forceful aggressive militant champion }
stalwart_attribute = {
adjective = accolade_stalwart
noun = accolade_stalwart
#grouping accolades
accolade_categories = { common personality righteous army_bonus ethical
forceful defensive leader benevolent }
#founding and successor requirements
potential = {
prowess >= accolade_prowess_requirement_value
OR = {
has_trait = honest
has_trait = just
has_trait = patient
has_trait = unyielding_defender
has_trait = loyal
}
}
weight = {
value = accolade_uninteresting_base_value
if = {
limit = {
scope:owner ?= {
exists = dynasty
dynasty = {
OR = {
has_dynasty_perk = warfare_legacy_3
has_dynasty_perk = ep2_activities_legacy_3
}
}
}
}
add = 50
}
if = {
limit = {
scope:owner ?= {
culture = {
OR = {
has_cultural_pillar = ethos_communal
has_cultural_pillar = ethos_stoic
}
}
}
}
add = 50
}
if = {
limit = {
culture = {
has_cultural_pillar = ethos_stoic
}
}
add = 50
}
if = {
limit = {
scope:owner ?= {
culture = {
OR = {
has_cultural_tradition = tradition_stalwart_defenders
has_cultural_tradition = tradition_forbearing
has_cultural_tradition = tradition_stand_and_fight
}
}
}
}
add = 100
}
if = {
limit = {
culture = {
OR = {
has_cultural_tradition = tradition_stalwart_defenders
has_cultural_tradition = tradition_formation_fighting
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_hird
has_cultural_tradition = tradition_fp1_coastal_warriors
has_cultural_tradition = tradition_desert_nomads
}
}
}
add = 50
}
if = {
limit = {
culture = {
OR = {
has_cultural_tradition = tradition_hit_and_run
has_cultural_tradition = tradition_quarrelsome
}
}
}
add = -50
}
if = {
limit = {
scope:owner ?= {
has_trait = reckless
}
}
add = -75
}
if = {
limit = {
scope:owner ?= {
OR = {
has_trait = just
has_trait = honest
has_trait = patient
has_trait = unyielding_defender
has_trait = loyal
}
}
}
add = 75
}
if = {
limit = {
OR = {
has_trait = cautious_leader
has_trait = trusting
has_trait = stubborn
}
}
add = 50
}
if = {
limit = {
OR = {
has_trait = deceitful
has_trait = arbitrary
has_trait = impatient
has_trait = aggressive_attacker
has_trait = disloyal
has_trait = reckless
has_trait = fickle
has_trait = craven
}
}
add = -75
}
#weight for opinion
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}
#accolade ranks from Glory XP
ranks = {
# glory_requirement = { modifiers and unlocks }
100 = { # rank 1
liege_modifier = {
character_travel_safety = 5
}
}
300 = { # rank 2
liege_modifier = {
character_travel_safety = 5
}
}
600 = { # rank 3
knight_army_modifier = {
army_toughness_mult = 0.1
}
liege_modifier = {
character_travel_safety = 10
}
}
1000 = { # rank 4
knight_army_modifier = {
army_toughness_mult = 0.1
}
liege_modifier = {
character_travel_safety = 10
}
}
1500 = { # rank 5
knight_army_modifier = {
army_toughness_mult = 0.15
}
liege_modifier = {
character_travel_safety = 15
}
}
2100 = { # rank 6
knight_army_modifier = {
army_toughness_mult = 0.15
}
liege_modifier = {
character_travel_safety = 15
}
}
}
}
scoundrel_attribute = {
adjective = accolade_scoundrel
noun = accolade_scoundrel
#grouping accolades
accolade_categories = { common personality amoral martial intrigue army_bonus
subtle unscrupulous }
#founding and successor requirements
potential = {
prowess >= accolade_prowess_requirement_value
OR = {
has_trait = ambitious
has_trait = gregarious
has_trait = greedy
has_trait = deceitful
has_trait = adventurer
}
}
weight = {
value = accolade_uninteresting_base_value
if = {
limit = {
scope:owner ?= {
exists = dynasty
dynasty = {
OR = {
has_dynasty_perk = guile_legacy_3
has_dynasty_perk = warfare_legacy_3
}
}
}
}
add = 50
}
if = {
limit = {
scope:owner ?= {
culture = {
has_cultural_pillar = ethos_bellicose
}
}
}
add = 50
}
if = {
limit = {
culture = {
has_cultural_pillar = ethos_bellicose
}
}
add = 50
}
if = {
limit = {
scope:owner ?= {
culture = {
OR = {
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_stalwart_defenders
has_cultural_tradition = tradition_forbearing
has_cultural_tradition = tradition_legalistic
}
}
}
}
add = -50
}
if = {
limit = {
scope:owner ?= {
culture = {
OR = {
has_cultural_tradition = tradition_swords_for_hire
has_cultural_tradition = tradition_life_is_just_a_joke
has_cultural_tradition = tradition_practiced_pirates
}
}
}
}
add = 100
}
if = {
limit = {
culture = {
OR = {
has_cultural_tradition = tradition_hit_and_run
has_cultural_tradition = tradition_quarrelsome
has_cultural_tradition = tradition_swords_for_hire
has_cultural_tradition = tradition_fp1_coastal_warriors
has_cultural_tradition = tradition_fp2_state_ransoming
has_cultural_tradition = tradition_practiced_pirates
}
}
}
add = 50
}
if = {
limit = {
culture = {
OR = {
has_cultural_tradition = tradition_stand_and_fight
has_cultural_tradition = tradition_stalwart_defenders
has_cultural_tradition = tradition_modest
has_cultural_tradition = tradition_chivalry
}
}
}
add = -50
}
if = {
limit = {
scope:owner ?= {
has_trait = cautious_leader
}
}
add = -75
}
if = {
limit = {
scope:owner ?= {
OR = {
has_trait = ambitious
has_trait = gregarious
has_trait = greedy
has_trait = deceitful
}
}
}
add = 75
}
if = {
limit = {
OR = {
has_trait = arbitrary
has_trait = fickle
has_trait = callous
}
}
add = 50
}
if = {
limit = {
OR = {
has_trait = just
has_trait = shy
has_trait = generous
has_trait = honest
has_trait = compassionate
has_trait = loyal
}
}
add = -75
}
#weight for opinion
if = {
limit = {
exists = liege
}
multiply = accolade_opinion_multiplier_value
}
}
#accolade ranks from Glory XP
ranks = {
# glory_requirement = { modifiers and unlocks }
100 = { # rank 1
liege_modifier = {
mercenary_hire_cost_mult = -0.1
}
}
300 = { # rank 2
liege_modifier = {
mercenary_hire_cost_mult = -0.1
}
}
600 = { # rank 3
liege_modifier = {
martial_per_stress_level = 2
mercenary_hire_cost_mult = -0.2
}
}
1000 = { # rank 4
liege_modifier = {
martial_per_stress_level = 2
mercenary_hire_cost_mult = -0.2
}
}
1500 = { # rank 5
liege_modifier = {
martial_per_stress_level = 5
mercenary_hire_cost_mult = -0.3
}
}
2100 = { # rank 6
liege_modifier = {
martial_per_stress_level = 5
mercenary_hire_cost_mult = -0.3
}
}
}
}