;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Based on 4TPY by GrnEyedDevil, with permission-Cheers GED!;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAMPAIGN_SCRIPT.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;4 Season Script
declare_counter quarter
set_counter quarter 1 ;set to January
declare_counter winter_severity
set_counter winter_severity 1; mild winter
monitor_event PreFactionTurnStart FactionIsLocal ; set the season for each quarter
if I_CompareCounter quarter == 1 ;Jan, Feb, March
console_command season winter
historic_event season_winter
set_event_counter summer_winter 1; next turn will be summer
end_if
if I_CompareCounter quarter == 2 ;April, May, June
console_command season summer
historic_event season_spring
end_if
if I_CompareCounter quarter == 3 ;July, Aug, Sept
and I_CompareCounter winter_severity == 1; normal winter
console_command season summer
historic_event season_summer
set_event_counter summer_winter 2;next turn will be winter
end_if
if I_CompareCounter quarter == 3 ;July, Aug, Sept
and I_CompareCounter winter_severity == 3; normal 'autumn' next turn
console_command season summer
historic_event season_summer
end_if
if I_CompareCounter quarter == 4 ;Oct, Nov, Dec
and I_CompareCounter winter_severity == 1; 'early' winter
console_command season winter
historic_event season_autumn
historic_event season_early_winter
end_if
if I_CompareCounter quarter == 4 ;Oct, Nov, Dec
and I_CompareCounter winter_severity == 3; normal 'autumn'
console_command season summer
historic_event season_autumn
set_event_counter summer_winter 2;next turn will be winter
end_if
inc_counter quarter 1 ;advance the quarter
if I_CompareCounter quarter == 5 ;start a new year
set_counter quarter 1
end_if
end_monitor
monitor_event FactionTurnEnd FactionType slave
and I_CompareCounter quarter > 1
console_command season summer
end_monitor
monitor_event FactionTurnEnd FactionType slave
and I_CompareCounter quarter == 2
set_counter winter_severity 1; 'early' winter
if RandomPercent > 21 ; 21 percent chance for 'early' winter
set_counter winter_severity 3; normal 'autumn'
end_if
end_monitor
;;;;;;;;;;;;;;;;;;;;;;Random Season Event Monitors;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
monitor_event EventCounter EventCounterType season_spring
and EventCounter > 0
and RandomPercent > 21
historic_event season_sandstorms
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType season_summer
and EventCounter > 0
and RandomPercent > 21
historic_event season_dessert
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType season_winter
and EventCounter > 0
and RandomPercent > 15
historic_event season_miserable
terminate_monitor
end_monitor
monitor_event EventCounter EventCounterType early_winter
and EventCounter > 0
and RandomPercent > 31
historic_event season_miserable
terminate_monitor
end_monitor
;;;;;;;;;;;;;;;;;;;;;;;;HISTORIC_EVENTS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{SEASON_SPRING_TITLE}Spring Has Come
{SEASON_SPRING_BODY}Winter has passed. In the North all that is green begins to flourish again. The Noble's subjects let their beasts into the fields and begin plowing the earth. The lands of Egypt and Africa are already greener for their Winter rains. Now the Spring winds grow in strength, occasionally bringing Sandstorms with them.
\n\n"..and therefore April is painted with a flower, for in that month April the earth hath that beginning to be clothed and adorned with flowers." -John of Trevisa
\n\nYour Agents and your Nobles can move their full distance again.
\nRegions in Africa and the Middle East may experience Sandstorms during this season, which can obstruct movement.
\nNext season will be Summer, and movement will be unrestricted then as well.
{SEASON_SUMMER_TITLE}The Summertime
{SEASON_SUMMER_BODY}The sun is now high and days are long. Crops in the North are ripenned and harvested. Sheep are shorn and their wool carted to the markets for trade. Some open regions of the South become unforgiving, and subjects high and low covet cool water and shade.
\n\nNow welcome Summer with thy sunne soft,
\nThat hast this winter`s weathers overshake,
\nAnd driven away the longe nighties black." -Chaucer
\n\nNow is the season of battle! Your Nobles and their armies may enjoy unrestricted movement.
\nDessert regions may become difficult for some armies to cross during this time.
\nThe next season will be Autumn, and then full movement might be had again. But be wary of an early frost! Should Winter arrive early next season, your Noble's movement will be restricted. Be prepared.
{SEASON_AUTUMN_TITLE}Autumn Arrives
{SEASON_AUTUMN_BODY}It is the Fall, and people of the north hurry to gather their last harvests, mill their grains, and slaughter the beasts for Winter. Dominions in Africa, Egypt, and Araby seek cooler breezes and anticipate the rains of Winter.
\n\n"After the season of summer with the soft winds,
\nwhen Zephyrus blows on seeds and herbs,
\nhappy is the plant that waxes then,
\nwhen the dank dew drops from the leaves,
\nto await the blissful glance of the bright sun.
\nBut then harvest hastens and hardens it soon:
\nwarns it to wax full ripe against the winter." -Cotton Nero Manuscripts
\n\nThe Summer sun still prevails in Africa and the Middle East. Dessert regions may still become difficult for some armies to cross during this time.
\nFull movemement for Nobles normally prevails this time of year. But an Early Frost may come. If an Early Frost also happens this season, movement will be slowed for forces in the North the same as in Winter.
{SEASON_WINTER_TITLE}Winter, and a new Year Begins
{SEASON_WINTER_BODY}Another year advances towards our Gudgement. Winter has set in, and the North is blanketed with snow. In the Southern lands cool rains prevail, and nourish the crops and the lifestock.
\n\n"..In that part of the new year, when the sun cools his rays under Aquarius, and the nights already shorten towards the equinox; when the hoar-frost copies its white sister the snow’s, image on the ground, but the hardness of its tracery lasts only a little time; the peasant, whose fodder is exhausted, rises and looks out, and sees the fields all white, at which he strikes his thigh, goes back into the house, and wanders to and fro, lamenting, like a wretch who does not know what to do; then comes out again, and regains hope, seeing how the world has changed its aspect.." -Dante
\n\nFamily members run a higher risk of becoming ill when left outside of a Town or Castle in this weather.
\nArmies in Northern countries can weary of the months of miserable cold damp weather and loose their morale.
\nMovement in snowy regions can be difficult this time of year, and illness has an increased chance of befalling your Nobles if they should attempt to encamp in the open ground. If possible, it is best to keep them housed in a castle or town by the end of the turn, just to be safe.
{SEASON_EARLY_WINTER_TITLE}An Early Frost
{SEASON_EARLY_WINTER_BODY}Alas, this coming Winter will be a long and hard one for peoples in the North. Already the snows have begun to fall! Streams and rivers ice over, and harvests are collected in a rush to avoid loosing any precious thing to the indifferent weather.
\n\n"The wild wind of the welkin wrestles with the sun.
\nThe leaves fall from the bough and light on the ground.
\nThe grass becomes all gray that erst was green.
\nThen all ripes and rots that which formerly flourished;
\nand thus runs the year in yesterdays many;
\nand winter returns again without asking any man,
\ntill the Michelmas moon has come in wintry wise." -The Gawain Poet
\n\nFamily members run a higher risk of becoming ill when left outside of a Town or Castle in this weather.
\nArmies in Northern countries can weary of the months of miserable cold damp weather and loose their morale.
\nMovements are halved for Nobles and forces beginning their actions in Northern countries. Remember that these conditions will continue through the next season as well.
{SEASON_MISERABLE_TITLE}A Very Bad Winter
{SEASON_MISERABLE_BODY}\nThis cold weather is simply awful in every way. Alternating frosts and freezing rains have dampenned and ruinned many food stores as well as peoples fortitude. Armies campaigning in such weather have need of an inspiring Leader to endure these dark, dismal, cold months abroad.
\n\nArmies can prove difficult to command with this season turning so dismal. Sodden roads become intractable pits of mud under the feet of military columns. And an armies ability to forage or plunder to sustain their camp may become hindered as well.
{SEASON_SANDSTORMS_TITLE}Sandstorms
{SEASON_SANDSTORMS_BODY}\n\nThis Spring has brought monsterous and devillish sandstorms behind its pleasant breezes. They quickly rise from beyond the horizion and soon fill all vision. Armies and Agents travelling in the dessert regions may become scattered, lost, and delayed if cought in such storms paths.
{SEASON_DESSERT_TITLE}The Sun's Anvil
{SEASON_DESSERT_BODY}\n\nRegions throughout Araby and the Sahara are experiencing above average temperatures that stifle activity. Armies crossing dessert regions are particularly succeptable. Western armies are more likely to feel the effects of this weather than native dessert peoples might. Armies affected experience a reduced morale and slowed movement.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_CHARACTER_TRAITS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;------------------------------------------
Trait CampaignSeason
Characters all
Hidden
Level Summer
Description Summer_desc
EffectsDescription Summer_effects_desc
Threshold 1
Level Winter
Description Winter_desc
EffectsDescription Winter_effects_desc
Threshold 2
Effect MovementPoints -6
;------------------------------------------
Trigger WinterToSummer
WhenToTest CharacterTurnEnd
Condition not AgentType = admiral
and Trait CampaignSeason = 2
and I_EventCounter summer_winter == 1
Affects CampaignSeason -1 Chance 100
;------------------------------------------
Trigger SummerToWinter
WhenToTest CharacterTurnEnd
Condition not AgentType = admiral
and Trait CampaignSeason = 1
and I_EventCounter summer_winter == 2
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger GameStart
WhenToTest CharacterTurnStart
Condition I_TurnNumber == 0
and not AgentType = admiral
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 2 Chance 100
;------------------------------------------
Trigger ComesOfAgeSummer
WhenToTest CharacterComesOfAge
Condition FatherTrait CampaignSeason == 1
and not AgentType = admiral
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger ComesOfAgeWinter
WhenToTest CharacterComesOfAge
Condition FatherTrait CampaignSeason == 2
and not AgentType = admiral
Affects CampaignSeason 2 Chance 100
;------------------------------------------
Trigger CatchAllWinter
WhenToTest CharacterTurnEnd
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 2
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 2 Chance 100
;------------------------------------------
Trigger CatchAllSummer
WhenToTest CharacterTurnEnd
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 1
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger MoveToSummer
WhenToTest CharacterTurnEnd
Condition Trait CampaignSeason == 2
and not AgentType = admiral
and I_EventCounter summer_winter == 2
and not IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason -1 Chance 100
;------------------------------------------
Trigger MoveToWinter
WhenToTest CharacterTurnEnd
Condition Trait CampaignSeason == 1
and not AgentType = admiral
and I_EventCounter summer_winter == 2
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger SummerAdoption
WhenToTest OfferedForAdoption
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 1
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger LesserSummerAdoption
WhenToTest LesserGeneralOfferedForAdoption
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 1
Affects CampaignSeason 1 Chance 100
;------------------------------------------
Trigger WinterAdoption
WhenToTest OfferedForAdoption
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 2
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 2 Chance 100
;------------------------------------------
Trigger LesserWinterAdoption
WhenToTest OfferedForAdoption
Condition Trait CampaignSeason == 0
and not AgentType = admiral
and I_EventCounter summer_winter == 2
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects CampaignSeason 2 Chance 100
;;;;;;;;;;;;;;;;;;;;;;EXPORT_VNVS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
{Summer} Summer
{Summer_desc} Summer weather is good for movment
{Summer_effects_desc} Normal Movement
{Winter} Winter
{Winter_desc} Winter weather affects movement
{Winter_effects_desc} Movment Slowed
{Season_miserable} Plagued by Terrible Conditions
{Season_Miserable_desc} The soldiers are falling ill to the unexpectedly miserable weather.
{Season_Miserable_effects_desc} Greatly lowered Command, Morale, and Loyalty. Movment reduced.
{Season_Dessert} The Sun's Anvil
{Season_Dessert_desc} The summer air is smothering. Weapons and armor burn to the touch. Soldiers show wisdom in clinging to the shade.
{Season_Dessert_effects_desc} Greatly lowered Morale and Loyalty. Movement reduced.
{Season_Sandstorms} Thwarted by Sandstorms
{Season_Sandstorms_desc} Seasonal winds have buffeted this force with blinding Sandstorms.
{Season_Sandstorms_effects_desc} Line of Sight reduced. Morale lowered. Movment slowed to a crawl.
;;;;;;;;;;;;;;;;;;;;;;EXPORT_DESCR_VNVS_ENUMS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Summer
Summer_desc
Summer_effects_desc
Winter
Winter_desc
Winter_effects_desc
Season_Miserable_desc
Season_Miserable_effects_desc
Season_Dessert
Season_Dessert_desc
Season_Dessert_effects_desc
Season_Sandstorms
Season_Sandstorms_desc
Season_Sandstorms_effects_desc
;;;;;;;;;;;;;;;;;;NEW TRAIT SEASONS LEVELS WORK;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;---------------
Trait Miserable
Characters family
Level Season_miserable
Description Season_Miserable_desc
EffectsDescription Season_Miserable_effects_desc
Effect Command -6
Effect TroopMorale -6
Effect Loyalty -6
Effect Unrest 6
Effect MovementPoints -30
;This Trait is for Characters leading armies through cold and miserable Winter weather.
;---------------
Trait Dessert
Characters family
Level Season_Dessert
Description Season_Dessert_desc
EffectsDescription Season_Dessert_effects_desc
Effect Command -4
Effect TroopMorale -6
Effect Loyalty -8
Effect Unrest 8
Effect MovementPoints -40
;This Trait is for Characters leading armies through a dessert region during Summer.
;---------------
Trait Sandstorm
Characters family
Level Season_Sandstorms
Description Season_Sandstorms_desc
EffectsDescription Season_Sandstorms_effects_desc
Effect LineOfSight -20
Effect TroopMorale -4
Effect Loyalty -4
Effect Unrest 4
Effect MovementPoints -50
;This Trait is for Characters leading armies through a dessert region during Spring.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;WINTER ILLNESS TRIGGERS Add to existing Illness triggers;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Trigger Character_Fallen_to_Illness_Trigger72
WhenToTest CharacterTurnEnd
Condition Trait Fallen_to_Illness = 0
and Trait HaleAndHearty < 1
and not EndedInSettlement
and AgentType = family
and not FactionType slave
and RandomPercent < 11
and EventCounterType season_winter
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects Fallen_to_Illness 2 Chance 1
;This Trigger is for HaleAndHearty family members out in the winter weather.
Trigger Character_Fallen_to_Illness_Trigger82
WhenToTest CharacterTurnEnd
Condition Trait Fallen_to_Illness = 0
and Trait Hypochondriac > 0
and not EndedInSettlement
and AgentType = family
and not FactionType slave
and RandomPercent < 31
and EventCounterType season_winter
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects Fallen_to_Illness 2 Chance 1
;This Trigger is for Hypochondriac family members out in the winter weather.
Trigger Character_Fallen_to_Illness_Trigger92
WhenToTest CharacterTurnEnd
Condition Trait Fallen_to_Illness = 0
and not EndedInSettlement
and AgentType = family
and not FactionType slave
and RandomPercent < 21
and EventCounterType season_winter
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects Fallen_to_Illness 2 Chance 1
;This Trigger is for normal family members out in the winter weather.
;;;;;;;;;;;;;;;;;;;;;;;;;;NEW EXTRA SEASON TRIGGERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;-------------
Trigger Miserable1
WhenToTest CharacterTurnEnd
Condition IsGeneral
and not FactionReligion islam
and RandomPercent < 21
and not EndedInSettlement
and EventCounterType season_miserable
and not FactionType slave
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects Miserable Chance 100
;This trigger is for non-muslim General in field during early winter event. Caught without enough supplies for winter.
;-------------
Trigger Sandstorms1
WhenToTest CharacterTurnEnd
Condition IsGeneral
and not FactionReligion islam
and RandomPercent < 51
and not EndedInSettlement
and EventCounterType season_sandstorms
and not FactionType slave
and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199
Affects Sandstorms Chance 100
;This trigger is for non-muslim General in dessert region during spring. Caught in a sandstorm.
;-------------
Trigger Dessert1
WhenToTest CharacterTurnEnd
Condition IsGeneral
and not FactionReligion islam
and RandomPercent < 51
and not EndedInSettlement
and EventCounterType season_dessert
and not FactionType slave
and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199
Affects Dessert Chance 100
;This trigger is for non-muslim General in dessert region during summer. Caught in the open dessert.
;-------------
Trigger Miserable2
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionReligion islam
and RandomPercent < 51
and not EndedInSettlement
and EventCounterType season_miserable
and not FactionType slave
and IsRegionOneOf 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83 ,84, 85, 86, 87, 88, 89, 90, 92, 93, 95, 96, 97, 98, 99, 101, 102, 103, 104, 105, 108, 119
Affects Miserable Chance 100
;This trigger is for muslim General in field during early winter event. Caught without enough supplies for winter.
;-------------
;-------------
Trigger Sandstorms2
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionReligion islam
and RandomPercent < 21
and not EndedInSettlement
and EventCounterType season_sandstorms
and not FactionType slave
and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199
Affects Sandstorms Chance 100
;This trigger is for muslim General in dessert region during spring. Caught in a sandstorm.
;-------------
;-------------
Trigger Dessert2
WhenToTest CharacterTurnEnd
Condition IsGeneral
and FactionReligion islam
and RandomPercent < 21
and not EndedInSettlement
and EventCounterType season_dessert
and not FactionType slave
and IsRegionOneOf 160, 164, 169, 173, 174, 177, 179, 180, 181, 182, 183, 184, 185, 186, 187, 189, 190, 191, 192, 193, 194, 195, 196, 198, 199
Affects Dessert Chance 100
;This trigger is for muslim General in dessert region during summer. Caught in the open dessert.
;-------------
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;DESCR_DISASTERS.TXT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
event earthquake
frequency 9
winter false
summer false
warning false
position 44, 329
position 139, 128
position 159, 141
position 170, 116
position 273, 124
position 280, 129
position 275, 149
position 276, 160
position 260, 163
position 257, 178
position 251, 185
position 236, 184
position 224, 189
position 255, 199
position 285, 176
position 301, 167
position 316, 146
position 326, 124
position 333, 160
position 358, 159
position 344, 206
position 368, 147
position 380, 140
position 394, 171
position 441, 179
position 447, 173
position 447, 158
position 436, 143
position 412, 112
position 441, 112
position 368, 114
position 343, 101
position 331, 118
position 466, 162
position 209, 183
position 237, 203
position 391, 128
position 306, 155
position 259, 120
position 324, 149
position 352, 102
min_scale 2
max_scale 8
;positions based upon seismic survey charts -L2S
;Volcanos in Italy and Iceland
event volcano
frequency 19
winter false
summer false
warning false
position 270, 121
position 268, 151
position 50, 325
position 56, 332
min_scale 5
max_scale 10
;Blizzards, Winter Only
event flood
frequency 2
winter true
summer false
warning false
region Inverness_Province
region Aberdeen_Province
region Oslo_Province
region Uppsala_Province
region Helsinki_Province
region Novgorod_Province
region Moscow_Province
region Belo-Ozero_Province
region Arhus_Province
region Edinburgh_Province
region Smolensk_Province
region Dublin_Province
region Wexford_Province
region Cork_Province
region Connaught_Province
region Donegal_Province
region York_Province
region Caribbean_Province
region Ryazan_Province
region Caernarvon_Province
region Thorn_Province
region Nottingham_Province
region Stettin_Province
region Hamburg_Province
region Lubeck_Province
region Tlaxcala_Province
region Azov_Province
region Tmutarakan_Province
region Atil_Province
region Samandar_Province
region Antwerp_Province
region Groeningen_Province
region Magdeburg_Province
region Halych_Province
region Peremyshl_Province
region Cracow_Province
region Plock_Province
region London_Province
region Southampton_Province
region Breslau_Province
region Kiev_Province
region Tzernigov_Province
region Kozelsk_Province
region Turov_Province
region Minsk_Province
region Bruges_Province
region Frankfurt_Province
region Metz_Province
region Cholula_Province
region Caen_Province
region Prague_Province
region Rheims_Province
region Rennes_Province
region Nuremburg_Province
region Paris_Province
region Hohenstauffen_Province
region Iasi_Province
region Tenochtitlan_Province
region Buda_Province
region Pest_Province
region Angers_Province
region Bran_Province
region Caffa_Province
region Cherson_Province
region Vienna_Province
region Dijon_Province
region Bern_Province
region Bordeaux_Province
region Magas_Province
region Bucharest_Province
region Toulouse_Province
region Zagreb_Province
region Belgrade_Province
region Sofia_Province
region Preslav_Province
region Marseille_Province
region Lund_Province
region Bremen_Province
region Estland_Province
region Prussia_Province
region Lettigallia_Province
region Samogitia_Province
region Curonians_Province
region Riga_Province
region Greenland_Province
region Powhatan_Province
region Micmac_Province
region Vestlandet_Province
region Gotland_Province
min_scale 5
max_scale 10
;Sea Storms, Winter Only
event storm
frequency 2
winter true
summer false
warning false
position 39, 322
position 91, 295
position 154, 319
position 151, 267
position 150, 248
position 183, 250
position 201, 265
position 203, 293
position 211, 322
position 229, 299
position 273, 288
position 295, 293
position 297, 320
position 330, 329
position 143, 219
position 152, 199
position 112, 208
position 82, 149
position 102, 127
position 43, 49
position 83, 103
position 39, 322
position 41, 94
position 28, 215
position 203, 133
position 219, 170
position 238, 126
position 244, 153
position 267, 134
position 298, 126
position 297, 90
position 332, 105
position 352, 109
position 345, 143
position 374, 173
position 384, 198
position 442, 198
position 398, 116
position 426, 109
position 423, 87
position 387, 76
min_scale 5
max_scale 10
;Sandstorms
event dustbowl
frequency 2
winter false
summer true
warning false
position 85, 37
position 105, 48
position 128, 39
position 148, 64
position 146, 40
position 164, 20
position 161, 58
position 177, 46
position 176, 16
position 201, 54
position 206, 28
position 220, 7
position 234, 43
position 255, 9
position 293, 23
position 333, 38
position 241, 44
position 362, 43
position 382, 30
position 408, 34
position 387, 5
position 407, 4
position 430, 7
position 423, 27
position 398, 63
position 430, 67
position 446, 72
position 465, 37
position 468, 7
position 495, 5
position 479, 47
position 476, 77
position 490, 91
position 451, 98
position 486, 105
position 506, 103
position 461, 97
position 477, 59
position 428, 67
position 226, 23
position 173, 42
position 83, 38
min_scale 8
max_scale 10
;Plagues triggered by events
event plague
frequency 19
winter false
summer false
min_scale 2
max_scale 5
;Hordes triggered by events
event horde
frequency 19
winter false
summer false
warning false
min_scale 2
max_scale 5
;Locusts triggered by events
event locusts
frequency 19
winter false
summer false
warning false
min_scale 2
max_scale 5
;;;;;;;;;;;;;;;;;;;;;;;;;;DESCR_SETTLEMENT_MECHANICS.XML;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
<?xml version="1.0"?>
<root>
<factor_modifiers>
<!--
<factor name="SOF_HEALTH">
<pip_modifier value="1.0"/>
<castle_modifier value="0.0"/>
<city_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="25"/>
SPF = Population growth
SOF = Order
SIF = Income
</factor>
-->
<factor name="SPF_FARMING_LEVEL">
<pip_modifier value="0.6"/>
<castle_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_FARMS_BUILT">
<pip_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_HEALTH">
<pip_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_BUILDINGS">
<pip_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_TAX_RATE_BONUS">
<pip_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="2"/>
</factor>
<factor name="SPF_BUILDINGS_FUN">
<pip_modifier value="0.3"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_GOVERNORS_INFLUENCE">
<pip_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_TRADE">
<pip_modifier value="0.2"/>
<castle_modifier value="0.75"/>
<city_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="3"/>
</factor>
<factor name="SPF_SQUALOUR">
<pip_modifier value="0.6"/>
<pip_min value="0"/>
<pip_max value="30"/>
</factor>
<factor name="SPF_PLAGUE">
<pip_modifier value="0.6"/>
</factor>
<factor name="SPF_TAX_RATE_PENALTY">
<pip_modifier value="0.8"/>
</factor>
<factor name="SOF_GARRISON">
<pip_modifier value="1.2"/>
</factor>
<factor name="SOF_BUILDINGS_LAW">
<pip_modifier value="1.2"/>
<pip_min value="0"/>
<pip_max value="25"/>
</factor>
<factor name="SOF_BUILDINGS_FUN">
<pip_modifier value="1.2"/>
<pip_min value="0"/>
<pip_max value="25"/>
</factor>
<factor name="SOF_GOVERNORS_INFLUENCE">
<pip_modifier value="1.2"/>
<pip_min value="0"/>
<pip_max value="20"/>
</factor>
<factor name="SOF_TAX_BONUS">
<pip_modifier value="1.0"/>
</factor>
<factor name="SOF_TRIUMPH">
<pip_modifier value="1.0"/>
</factor>
<factor name="SOF_BOOM">
<pip_modifier value="1.0"/>
<castle_modifier value="0.5"/>
</factor>
<factor name="SOF_ENTERTAINED">
<pip_modifier value="1.0"/>
<castle_modifier value="0.5"/>
</factor>
<factor name="SOF_HEALTH">
<pip_modifier value="1.0"/>
<castle_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="10"/>
</factor>
<factor name="SOF_FEAR">
<pip_modifier value="1.0"/>
</factor>
<factor name="SOF_GLORY">
<pip_modifier value="1.0"/>
</factor>
<factor name="SOF_SQUALOUR">
<pip_modifier value="0.9"/>
<castle_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="16"/>
</factor>
<factor name="SOF_DISTANCE_TO_CAPITAL">
<pip_modifier value="0.8"/>
<castle_modifier value="0.2"/>
<city_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="16"/>
</factor>
<factor name="SOF_NO_GOVERNANCE">
<pip_modifier value="1.3"/>
<castle_modifier value = "1.0"/>
<city_modifier value = "1.0"/>
</factor>
<factor name="SOF_TAX_PENALTY">
<pip_modifier value="1.2"/>
</factor>
<factor name="SOF_TURMOIL">
<pip_modifier value="1.1"/>
<castle_modifier value="0.5"/>
<city_modifier value = "1.0"/>
<pip_min value="0"/>
<pip_max value="16"/>
</factor>
<factor name="SOF_BESIEGED">
<pip_modifier value="2.0"/>
<castle_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="50"/>
</factor>
<factor name="SOF_BLOCKADED">
<pip_modifier value="1.5"/>
<pip_min value="0"/>
<pip_max value="25"/>
</factor>
<factor name="SOF_RELIGIOUS_UNREST">
<pip_modifier value="1.8"/>
<castle_modifier value="0.8"/>
<pip_max value="40"/>
</factor>
<factor name="SOF_EXCOMMUNICATION">
<pip_modifier value="1.9"/>
<castle_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="50"/>
</factor>
<factor name="SIF_FARMS">
<pip_modifier value="01.6"/>
<castle_modifier value="0.4"/>
<city_modifier value="1.0"/>
</factor>
<factor name="SIF_TAXES">
<pip_modifier value="0.6"/>
<castle_modifier value="0.2"/>
<city_modifier value="1.0"/>
</factor>
<factor name="SIF_MINING">
<pip_modifier value="0.8"/>
<city_modifier value="1.0"/>
<castle_modifier value="0.6"/>
</factor>
<factor name="SIF_TRADE">
<pip_modifier value="0.6"/>
<castle_modifier value="0.2"/>
<city_modifier value="1.0"/>
</factor>
<factor name="SIF_BUILDINGS">
<pip_modifier value="0.6"/>
</factor>
<factor name="SIF_ADMIN">
<pip_modifier value="0.8"/>
</factor>
<factor name="SIF_WAGES">
<pip_modifier value="0.8"/>
</factor>
<factor name="SIF_UPKEEP">
<pip_modifier value="1.0"/>
</factor>
<factor name="SIF_CORRUPTION">
<pip_modifier value="1.0"/>
<castle_modifier value="0.8"/>
<city_modifier value="1.1"/>
<pip_min value="0"/>
<pip_max value="500"/>
</factor>
<factor name="SIF_ENTERTAINMENT">
<pip_modifier value="0.4"/>
</factor>
<factor name="SIF_DEVASTATION">
<pip_modifier value="2.0"/>
<castle_modifier value="0.9"/>
<city_modifier value="1.4"/>
<pip_min value="0"/>
<pip_max value="500"/>
</factor>
</factor_modifiers>
<population_levels>
<!-- city -->
<level name="village" base="1000" upgrade="2000" min="400" max="2500"/>
<level name="town" base="2000" upgrade="5000" min="400" max="6000"/>
<level name="large_town" base="4800" upgrade="10000" min="400" max="12500"/>
<level name="city" base="10000" upgrade="20000" min="400" max="25000"/>
<level name="large_city" base="20000" upgrade="30000" min="400" max="40000"/>
<level name="huge_city" base="30000" min="400" max="100000"/>
<!-- castle -->
<level name="moot_and_bailey" base="400" upgrade="800" min="400" max="1600"/>
<level name="wooden_castle" base="800" upgrade="2000" min="400" max="3000"/>
<level name="castle" base="2000" upgrade="9000" min="400" max="12000"/>
<level name="fortress" base="9000" upgrade="18000" min="400" max="24000"/>
<level name="citadel" base="18000" upgrade="36000" min="400" max="48000"/>
</population_levels>
</root>