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descr_campaign_db.xml
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descr_campaign_db.xml
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<?xml version="1.0"?>
<root>
<recruitment>
<recruitment_slots uint="1"/>
<retraining_slots uint="1"/>
<deplenish_pools_with_caps bool="false"/>
<clear_pools_with_caps bool="false"/>
<add_initial_with_caps bool="true"/>
<add_disband_no_caps bool="true"/>
<force_clamp_to_max bool="false"/>
<deplenish_multiplier float="0.9"/>
<deplenish_offset float="-0.2"/>
<percentage_pool_reduction_lost uint="10"/>
<percentage_pool_reduction_occupy uint="20"/>
<percentage_pool_reduction_sack uint="45"/>
<percentage_pool_reduction_exterminate uint="100"/>
<max_agents_per_turn uint="1"/>
</recruitment>
<religion>
<max_witches_per_region uint="0"/>
<max_witches uint="0"/>
<max_heretics_per_region uint="0"/>
<max_heretics uint="0"/>
<max_heretics_conversion_modifier float="1.0"/>
<max_inquisitors_per_region uint="1"/>
<max_inquisitors uint="40"/>
<heretic_conversion_rate_modifier float="0.0075"/>
<heretic_conversion_rate_offset float="0.025"/>
<witch_conversion_rate_modifier float="0.0"/>
<witch_conversion_rate_offset float="0.02"/>
<inquisitor_conversion_rate_modifier float="0.010"/>
<inquisitor_conversion_rate_offset float="0.04"/>
<priest_conversion_rate_modifier float="0.005"/>
<priest_conversion_rate_offset float="0.02"/>
<witch_creation_modifier float="1.0"/>
<heretic_creation_modifier float="0.0"/>
<inquisitor_creation_modifier float="0.3"/>
<min_cardinal_piety uint="5"/>
<convert_to_heretic_base_modifier float="0.0"/>
<convert_to_heretic_unorthodox_modifier float="0.0"/>
<inquisitor_turn_start uint="20"/>
<inquisitor_target_crusades bool="false"/>
</religion>
<bribery>
<bribe_to_family_tree bool="false"/>
<base_character_chance float="0.4"/>
<religion_modifier float="0.66"/>
<combined_attribute_modifier float="0.2"/>
<briber_attribute_divisor float="3.0"/>
<bribee_attribute_divisor float="3.0"/>
<army_size_modifier float="0.035"/>
<base_settlement_chance float="0.8"/>
<settlement_loyalty_modifier float="0.01"/>
<settlement_population_modifier float="0.0001"/>
<faction_standing_divisor float="10.0"/>
<max_bribe_chance float="100.0"/>
<min_bribe_chance float="1.0"/>
<bribe_chance_modifier float="1.0"/>
</bribery>
<family_tree>
<max_age uint="89"/>
<max_age_for_marriage_for_male uint="55"/>
<max_age_for_marriage_for_female uint="40"/>
<max_age_before_death uint="90"/>
<max_age_of_child uint="10"/>
<old_age uint="50"/>
<age_of_manhood uint="14"/>
<daughters_age_of_consent uint="14"/>
<daughters_retirement_age uint="40"/>
<age_difference_min int="-10"/>
<age_difference_max int="20"/>
<parent_to_child_min_age_diff uint="12"/>
<min_adoption_age uint="17"/>
<max_adoption_age uint="19"/>
<max_age_for_conception uint="50"/>
<age_of_manhood_close uint="14"/>
<max_number_of_children uint="4"/>
</family_tree>
<diplomacy>
<max_diplomacy_items uint="8"/>
<enemies_reject_gifts bool="false"/>
<use_balance_owed bool="false"/>
</diplomacy>
<missions>
<null_mission_score float="25.0"/>
</missions>
<display>
<character_selection_radius float="0.3"/>
<character_selection_height float="1.3"/>
<character_selection_height_crouching float="1.0"/>
<diplomacy_scroll_height uint="768"/>
<recruitment_sort_simple bool="false"/>
<faction_standing_min float="-1.0"/>
<faction_standing_max float="1.0"/>
<use_orig_rebel_faction_models bool="true"/>
<keep_original_heretic_portraits bool="false"/>
<alt_sett_order_colours bool="false"/>
<hud_tab_text_vert_offset uint="18"/> <!-- vertical text offset for campaign hud tabs -->
<show_building_browser_castles bool="false"/> <!-- are castles shown in the building browser -->
<separate_games_races bool="true"/> <!-- use separate games and races settlement icons -->
<standard_soldier_limit uint="1000"/> <!-- Used to specify range for amry standards (banners) -->
<standard_soldier_level_scale uint="50"/> <!-- Used to scale army size display compared to standard range specified above -->
<chivalry_display_threshold int="1"/> <!-- What level of chivalry a character needs to have 'chivalry' displayed instead of 'dread' -->
</display>
<ransom>
<captor_release_chance_base float="50.0"/>
<captor_release_chance_chiv_mod float="12.0"/>
<captor_ransom_chance_base float="60.0"/>
<captor_ransom_chance_chiv_mod float="-5.0"/>
<captor_ransom_chance_tm_mod float="10.0"/>
<captive_ransom_chance_base float="40.0"/>
<captive_ransom_chance_chiv_mod float="6.67"/>
<captive_ransom_chance_tm_mod float="-10.0"/>
<captive_ransom_chance_msm_mod float="10.0"/>
<captive_ransom_for_slave bool="false"/>
</ransom>
<autoresolve>
<min_capture_percent float="5.0"/>
<max_capture_percent float="30.0"/>
<lopsided_thresh float="1.5"/>
<lopsided_hn_mod float="3.0"/>
<separation_missile_add uint="1"/>
<naval_sink_modifier float="1.5"/>
<naval_sink_offset float="15.0"/>
<naval_sink_max float="80.0"/>
<sally_att_def_draw_divisor float="2.0"/> <!-- sally battles are a draw if attacker lost and (number of attacker troops) > (number of defender troops)/divisor -->
</autoresolve>
<settlement>
<sack_money_modifier float="0.65"/>
<exterminate_money_modifier float="0.5"/>
<chiv_spf_modifier float="1.0"/>
<chiv_sof_modifier float="1.0"/>
<dread_sof_modifier float="-1.0"/>
<piety_cor_sif_modifier float="1.0"/>
<piety_admin_sif_modifier float="1.0"/>
<port_to_port_mp_min float="100.0"/>
<heresy_unrest_modifier float="30.0"/>
<religion_unrest_modifier float="20.0"/>
<siege_gear_required_for_city_level string="huge_city"/>
<siege_gear_required_for_castle_level string="moat_and_bailey"/>
<no_towers_only_for_city_level string="huge_city"/>
<no_towers_only_for_castle_level string="moat_and_bailey"/>
<min_turn_keep_rebel_garrison int="40"/>
<destroy_empty_forts bool="true"/>
<can_build_forts bool="false"/>
<fort_fortification_level string="0"/>
<games_races_cost_modifier float="0.25"/> <!-- games and races cost modifier -->
<num_units_sett_garrison_base int = "3"/>
<num_units_sett_garrison_level_modifier int = "3"/>
</settlement>
<revolt>
<end_turn_modifier float="2"/>
<excommunicated_modifier float="15"/>
<new_leader_modifier float="10"/>
<max_effective_loyalty float="7.0"/>
<rebel_region_modifier float="2.0"/>
<shadow_region_modifier float="2.0"/>
<rebel_border_modifier float="1.1"/>
<shadow_border_modifier float="1.1"/>
<num_units_modifier float="1.05"/>
<captain_modifier float="0.0"/>
<min_revolt_chance float="0.0"/>
<max_revolt_chance float="80.0"/>
<ai_revolt_modifier float="0.2"/>
<revolt_additional_armies bool="false"/>
<revolt_crusading_armies bool="false"/>
</revolt>
<characters>
<agents_can_hide bool="false"/>
</characters>
<hordes>
<end_target_faction_bonus int="-300"/>
<start_target_faction_bonus int="-500"/>
<farming_level_bonus int="50"/>
<shared_target_bonus int="-1000"/>
<disbanding_horde_bonus int="-500"/>
<starting_region_bonus int="-700"/>
<horde_target_resource_bonus int="1000"/>
</hordes>
<merchants>
<base_income_modifier float="4.0"/>
<trade_bonus_offset float="0.0"/>
</merchants>
<agents>
<denounce_inquisitor_base_chance float="35.0"/>
<denounce_priest_base_chance float="33.0"/>
<denounce_attack_modifier float="1.0"/>
<denounce_defence_modifier float="1.0"/>
<denounce_chance_min int="5"/>
<denounce_chance_max int="95"/>
<denounce_heretic_attemp_modifier float="1.5"/>
<denounce_character_attemp_modifier float="0.5"/>
<assassinate_base_chance float="38"/>
<assassinate_attack_modifier float="0.8"/>
<assassinate_defence_modifier float="0.8"/>
<assassinate_public_modifier float="0.25"/>
<assassinate_personal_modifier float="0.25"/>
<assassinate_counter_spy_modifier float="1.0"/>
<assassinate_agent_modifier float="1.24"/>
<assassinate_own_region_modifier float="0.75"/>
<assassinate_assassinate_attr_modifier float="0.18"/>
<assassinate_chance_min int="5"/>
<assassinate_chance_max int="95"/>
<acquisition_base_chance float="10.0"/>
<acquisition_level_modifier float="5.0"/>
<acquisition_attack_trade_rights_modifier float="1.0"/>
<acquisition_defence_trade_rights_modifier float="1.0"/>
<acquisition_chance_min int="5"/>
<acquisition_chance_max int="95"/>
<inquisitor_crt_heresy_divisor float="1.0"/>
<inquisitor_crt_pfp_modifier float="0.5"/>
<inquisitor_crt_pfp_modifier_min float="0.0"/>
<inquisitor_crt_pfp_modifier_max float="1.0"/>
<inquisitor_crt_chance_min float="0.0"/>
<inquisitor_crt_chance_max float="0.1"/>
<inquisitor_target_leaders bool="false"/>
<inquisitor_target_heirs bool="false"/>
<spy_base_chance float="40.0"/> <!-- base spying chance -->
<spy_level_modifier float="0.15"/> <!-- modifies the amount the subterfuge rating of a spy affects chance of success -->
<not_spy_level_modifier float="0.5"/> <!-- modifies the chance of success if spying object not a spy -->
<spy_public_modifier float="1.0"/> <!-- inversely modifies the amount the public security aspects of the target affects chance of success -->
<spy_counter_spy_modifier float="1.0"/> <!-- inversely modifies the amount the combined subterfuge rating with the target affects chance of success -->
<spy_distance_modifier float="1.0"/> <!-- inversely modifies the amount the distance in movement points from the target affects chance of success -->
<spy_secret_agent_target_modifier float="0.5"/> <!-- modifies the chance of success if an assassin or spy is travelling with a target army -->
<spy_sedentary_turns_modifier float="0.2"/> <!-- modifies the amount of turns a target has been stationary affects chance of success -->
<spy_alliance_modifier float="1.5"/> <!-- modifies the chance of success if the target is allied with spy faction -->
<spy_target_engaged_modifier float="2.0"/> <!-- modifies the chance of success if target is in engagement, under siege or battle -->
<spy_in_settlement_modifier float="5.0"/> <!-- modifies the chance of success if spy in settlement they are spying on -->
<spy_watchtower_modifier float="2.5"/> <!-- modifies the chance of success if spying object is a watchtower -->
<spy_in_own_region_modifier float="1.2"/> <!-- modifies the chance of success if spy in in their own factions region -->
<spy_chance_min int="5"/> <!-- min clamp for spy chance -->
<spy_chance_max int="95"/> <!-- max clamp for spy chance -->
<spy_rescale_chance bool="false"/> <!-- flag to indicate if the final chance is non-linearly rescaled to improve spying chance of success -->
</agents>
<crusades>
<required_jihad_piety int="4"/>
<max_disband_progress float="20.0"/>
<near_target_no_disband_distance float="4.0"/>
<disband_progress_window uint="3"/>
<crusade_called_start_turn int="20"/>
<jihad_called_start_turn int="20"/>
<movement_points_modifier float="2.0"/>
</crusades>
<ai>
<!-- PRIEST CONTROLLER -->
<priest_religion_min float="0.5"/> <!-- if religion < religion_min then region needs a priest -->
<priest_religion_max float="0.6"/> <!-- if religion >= religion_max then a priest can be taken from this region for other missions -->
<priest_heresey_min float="0.05"/> <!-- if heresey >= heresey_min then region needs a priest -->
<priest_heresey_max float="0.3"/> <!-- if heresey >= heresey_max then region needs a priest with highest priority -->
<priest_religion_export float="0.5"/> <!-- if my religion in foreign region < religion_export then then we will export our religion in this region -->
<priest_max_prod_turns float="5.0"/> <!-- max distance from a production center to a target region in turns -->
<att_str_modifier float="0.8"/> <!-- modifies the effective attackers strength when determining the priority of making attack decision (i.e. att_def_strength_ratio = ((att_str*att_str_modifier)/def_str) -->
<siege_att_str_modifier float="0.5"/> <!-- modifies the effective sieging attackers strength when determining the priority of making attack decision -->
<crusade_att_str_modifier float="1.0"/> <!-- modifies the effective crusading sieging attackers strength when determining the priority of making attack decision -->
<sally_att_str_modifier float="1.0"/> <!-- modifies the effective sallying attackers strength when determining the priority of making attack decision -->
<ambush_att_str_modifier float="1.0"/> <!-- modifies the effective ambushing attackers strength when determining the priority of making attack decision -->
<str_limit_weak float="0.5"/> <!-- min ideal strength ratio modifier for determining when an army is far too weak for an attack ( att_def_strength_ratio < (ideal_str_ratio*str_limit_weak) ) -->
<str_limit_strong float="99.0"/> <!-- max ideal strength ratio modifier for determining when an army is far too strong for a fair attack ( att_def_strength_ratio > (ideal_str_ratio*str_limit_strong) ) -->
<merchant_min_survival_acquire int="75"/> <!-- the minimum survival chance for a merchant to consider attempting an acquisition -->
</ai>
<misc>
<allow_resource_forts bool="false"/> <!-- do we allow forts and watchtowers to be built on resource locations -->
<fort_devastation_distance uint="20"/> <!-- maximum movement point extents for determining devastation tile targets for forts -->
<army_devastation_distance uint="40"/> <!-- maximum movement point extents for determining devastation tile targets for field armies -->
<fort_devastation_modifier float="1.0"/> <!-- num devastated tiles modifier for forts -->
<army_devastation_modifier float="2.0"/> <!-- num devastated tiles modifier for field armies -->
<enable_hotseat_messages bool="true"/> <!-- do we allow hotseat messages to be send between human players -->
<enable_unit_accent_overrides bool="true"/> <!-- do we use unit db accent overrides for campaign unit selection -->
<siege_movement_points_modifier float="1.0"/>
<cavalry_movement_points_modifier float="1.0"/>
</misc>
</root>