# Supported types: character # # Note: if 'chance' evaluates to 0, an AI character will also abandon the focus # ############### # FOCUSES ############### focus_rulership = { type = character modifier_name = "RULERSHIP_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { prisoner = no } # AI Pick chance - based on personality, not needs! chance = { factor = 100 modifier = { factor = 0 trait = stressed } modifier = { factor = 0.25 trait = depressed } modifier = { factor = 0.5 OR = { is_republic = yes is_patrician = yes } } modifier = { factor = 0.5 trait = arbitrary } modifier = { factor = 0.5 trait = slothful } modifier = { factor = 2.0 trait = diligent } modifier = { factor = 3.0 trait = just } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS stewardship = 3 } focus_business = { type = character modifier_name = "BUSINESS_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { prisoner = no } # AI Pick chance chance = { factor = 100 modifier = { factor = 0.2 trait = stressed } modifier = { factor = 0.5 trait = depressed } modifier = { factor = 0.5 trait = slothful } modifier = { factor = 0.5 trait = charitable } modifier = { factor = 2.0 trait = diligent } modifier = { factor = 3.0 trait = greedy } modifier = { factor = 2.0 OR = { is_republic = yes is_patrician = yes } } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS stewardship = 2 town_opinion = 20 } focus_seduction = { type = character modifier_name = "SEDUCTION_FOCUS" potential = { is_playable = yes is_adult = yes NOT = { trait = incapable } } allow = { NOT = { trait = celibate } NOT = { trait = monk } NOT = { trait = nun } NOT = { trait = undead } NOT = { trait = lich } NOT = { trait = briarheart } custom_tooltip = { text = is_not_ascetic hidden_tooltip = { NOT = { has_character_modifier = hindu_ascetic } NOT = { has_character_modifier = buddhist_ascetic } NOT = { has_character_modifier = jain_naked_ascetic } } } } # AI Pick chance chance = { factor = 10 modifier = { factor = 0.75 num_of_children = 2 } modifier = { factor = 0.5 num_of_children = 3 } modifier = { factor = 0.25 num_of_children = 5 } modifier = { factor = 0 num_of_children = 8 } modifier = { factor = 0 trait = chaste } modifier = { factor = 0.25 trait = temperate } modifier = { factor = 0.85 trait = craven } modifier = { factor = 0.01 # Faithful spouse/consort is_married = yes any_spouse = { is_lover = ROOT } } modifier = { factor = 0.25 AND = { NOR = { trait = lustful trait = hedonist } OR = { is_mer = yes trait = tsaesci } } } modifier = { #Non-lustful Mer/Tsaesci under 30 won't pick seduction factor = 0 OR = { is_mer = yes trait = tseasci } NOT = { age = 30 } NOR = { trait = lustful trait = hedonist } } modifier = { factor = 0.75 OR = { trait = dunmer trait = tsaesci trait = bosmer trait = ayleid } } modifier = { factor = 0.5 OR = { trait = altmer trait = falmer trait = chimer } } modifier = { factor = 0.1 trait = content } modifier = { factor = 0.5 trait = ugly } modifier = { factor = 0.25 trait = shy } modifier = { factor = 0.5 trait = honest } modifier = { factor = 1.5 trait = gregarious } modifier = { factor = 1.5 trait = cruel } modifier = { factor = 1.5 trait = ambitious } modifier = { factor = 1.5 trait = deceitful } modifier = { factor = 6.0 trait = hedonist } modifier = { factor = 6.0 trait = fair } modifier = { factor = 10.0 trait = lustful } modifier = { factor = 2.0 any_spouse = { trait = homosexual } } modifier = { factor = 0 OR = { is_mer = yes trait = tsaesci trait = immortal } age = 250 } modifier = { factor = 0 NOT = { is_mer = yes } age = 65 } modifier = { factor = 0 war = yes } } # Focuses have no success conditions success = { always = no } abort = { OR = { trait = incapable is_playable = no AND = { ai = yes war = yes NOR = { trait = lustful trait = hedonist } } AND = { ai = yes NOT = { is_mer = yes } age = 65 } AND = { ai = yes is_mer = yes age = 250 } } } abort_effect = { } # MODIFIERS intrigue = 2 fertility = 0.25 sex_appeal_opinion = 10 } focus_intrigue = { type = character modifier_name = "INTRIGUE_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { prisoner = no } # AI Pick chance chance = { factor = 20 modifier = { factor = 0 trait = honest } #modifier = { # factor = 0.25 # NOR = { # trait = amateurish_plotter # trait = flamboyant_schemer # trait = intricate_webweaver # trait = elusive_shadow # } #} modifier = { factor = 0.25 trait = kind } modifier = { factor = 0.5 trait = trusting } modifier = { factor = 0.5 trait = content } modifier = { factor = 0.5 trait = wroth } modifier = { factor = 1.5 trait = envious } modifier = { factor = 1.5 trait = patient } modifier = { factor = 1.5 trait = ambitious } modifier = { factor = 2.0 trait = cruel } modifier = { factor = 5.0 trait = paranoid } modifier = { factor = 12.0 trait = deceitful } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS intrigue = 3 } focus_hunting = { type = character modifier_name = "HUNTING_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { NOT = { religion = jain } prisoner = no } # AI Pick chance chance = { factor = 100 modifier = { factor = 0 trait = infirm } modifier = { factor = 0.2 is_female = yes } modifier = { factor = 0.5 trait = craven } modifier = { factor = 1.5 trait = brave } modifier = { factor = 2.0 trait = hunter } modifier = { factor = 2.0 trait = falconer } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS martial = 2 health = 1 } focus_war = { type = character modifier_name = "WAR_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { prisoner = no } # AI Pick chance chance = { factor = 100 modifier = { factor = 0.1 is_female = yes } modifier = { factor = 0.2 trait = craven } modifier = { factor = 0.25 NOT = { OR = { trait = knight_1 trait = knight_2 trait = knight_3 trait = knight_4 trait = barbarian_1 trait = barbarian_2 trait = barbarian_3 trait = barbarian_4 trait = warrior_1 trait = warrior_2 trait = warrior_3 trait = warrior_4 } } } modifier = { factor = 0.5 trait = kind } modifier = { factor = 1.5 trait = brave } modifier = { factor = 1.5 is_feudal = yes } modifier = { factor = 2.0 is_tribal = yes } modifier = { factor = 2.0 trait = wroth } modifier = { factor = 2.0 trait = duelist } modifier = { factor = 15 war = yes } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS martial = 3 } focus_carousing = { type = character modifier_name = "CAROUSING_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { OR = { NOT = { religion_group = muslim } trait = decadent trait = hedonist trait = drunkard } custom_tooltip = { text = is_not_ascetic hidden_tooltip = { NOT = { has_character_modifier = hindu_ascetic } NOT = { has_character_modifier = buddhist_ascetic } NOT = { has_character_modifier = jain_naked_ascetic } } } prisoner = no } # AI Pick chance chance = { factor = 100 modifier = { factor = 0.25 trait = shy } modifier = { factor = 0.25 trait = temperate } modifier = { factor = 0.5 trait = diligent } modifier = { factor = 2.0 trait = slothful } modifier = { factor = 2.0 trait = gluttonous } modifier = { factor = 3.0 trait = hedonist } modifier = { factor = 3.0 trait = drunkard } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS diplomacy = 3 } focus_family = { type = character modifier_name = "FAMILY_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { prisoner = no } # AI Pick chance chance = { factor = 100 modifier = { factor = 0.01 NOT = { any_sibling = { always = yes } } NOT = { any_child = { always = yes } } } modifier = { factor = 0.25 trait = ambitious } modifier = { factor = 0.5 NOT = { age = 25 } } modifier = { factor = 0.75 is_female = no } modifier = { factor = 0.75 trait = gregarious } modifier = { factor = 0.75 trait = proud } modifier = { factor = 1.25 trait = humble } modifier = { factor = 1.5 trait = gardener } modifier = { factor = 1.5 trait = craven } modifier = { factor = 1.5 trait = shy } modifier = { factor = 2.0 trait = content } modifier = { factor = 2.0 trait = infirm } modifier = { factor = 2.0 trait = kind } modifier = { factor = 3.0 is_female = yes } } # Focuses have no success conditions success = { always = no } abort = { OR = { prisoner = yes trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS diplomacy = 2 health = 1 fertility = 0.25 } focus_scholarship = { type = character modifier_name = "SCHOLARSHIP_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { always = yes } # AI Pick chance chance = { factor = 100 modifier = { factor = 0 trait = imbecile } modifier = { factor = 0 trait = inbred } modifier = { factor = 0.25 trait = wroth } modifier = { factor = 0.5 trait = ambitious } modifier = { factor = 0.5 trait = brave } modifier = { factor = 1.5 trait = craven } modifier = { factor = 1.5 trait = content } modifier = { factor = 2.0 trait = patient } modifier = { factor = 2.0 trait = cynical OR = { trait = monk_1 trait = monk_2 trait = monk_3 trait = monk_4 trait = priest_1 trait = priest_2 trait = priest_3 trait = priest_4 trait = pilgrim_1 trait = pilgrim_2 trait = pilgrim_3 trait = pilgrim_4 } } modifier = { factor = 3.0 trait = scholar } modifier = { factor = 3.0 is_theocracy = yes } } # Focuses have no success conditions success = { always = no } abort = { OR = { trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS learning = 3 } focus_theology = { type = character modifier_name = "THEOLOGY_FOCUS" potential = { is_adult = yes is_playable = yes NOT = { trait = incapable } } allow = { always = yes } # AI Pick chance chance = { factor = 100 modifier = { factor = 0 trait = imbecile } modifier = { factor = 0 trait = inbred } modifier = { factor = 0 trait = cynical } modifier = { factor = 0.25 trait = wroth } modifier = { factor = 0.25 trait = ambitious } modifier = { factor = 0.25 trait = brave } modifier = { factor = 1.5 trait = craven } modifier = { factor = 1.5 trait = content } modifier = { factor = 2.0 trait = patient } modifier = { factor = 2.0 OR = { trait = monk_1 trait = monk_2 trait = monk_3 trait = monk_4 trait = priest_1 trait = priest_2 trait = priest_3 trait = priest_4 trait = pilgrim_1 trait = pilgrim_2 trait = pilgrim_3 trait = pilgrim_4 } } modifier = { factor = 3.0 trait = mystic } modifier = { factor = 3.0 trait = zealous } modifier = { factor = 3.0 is_theocracy = yes } } # Focuses have no success conditions success = { always = no } abort = { OR = { trait = incapable is_playable = no } } abort_effect = { } # MODIFIERS learning = 2 church_opinion = 20 }