triggers.txt

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// Advisor triggers config

NumberOfColoniesComparedToOpponents
{
	initial_respect = -3.0
	failed_respect = -6.0
	success_respect = 3.0
	bump_respect = 6.0
	bump_months = 12
	
	cooldown_months = 24
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_NUMBER_OF_COLONIES_NAME
	desc_string = str_TASK_NUMBER_OF_COLONIES_DESC
	failed_string = str_TASK_NUMBER_OF_COLONIES_FAILED
	success_string = str_TASK_NUMBER_OF_COLONIES_SUCCESS
	bad_condition_string = str_TASK_NUMBER_OF_COLONIES_BAD_CONDITION
	good_condition_string = str_TASK_NUMBER_OF_COLONIES_GOOD_CONDITION
	semi_condition_string = str_TASK_NUMBER_OF_COLONIES_SEMI_BAD_CONDITION
	
	picture_col = 0
	picture_row = 0
}

CheckReligiousNegligenceInColonies
{
	initial_respect = -5.0
	failed_respect = -10.0
	success_respect = 5.0
	bump_respect = 3.0
	bump_months = 12
	
	cooldown_months = 36
	cooldown_after_award = 12
	cooldown_after_success = 36
	cooldown_after_failure = 36
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_RELIGIOUS_NEGLIGENCE_NAME
	desc_string = str_TASK_RELIGIOUS_NEGLIGENCE_DESC
	failed_string = str_TASK_RELIGIOUS_NEGLIGENCE_FAILED
	success_string = str_TASK_RELIGIOUS_NEGLIGENCE_SUCCESS
	bad_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_BAD_CONDITION
	good_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_GOOD_CONDITION
	semi_condition_string = str_TASK_RELIGIOUS_NEGLIGENCE_SEMI_BAD_CONDITION
	
	church_lvl_1_points = 1.0
	church_lvl_2_points = 1.5
	church_lvl_3_points = 2.0
	required_percentage = 0.75
	
	picture_col = 7
	picture_row = 0
}

LowBalanceOnAccounts
{
	initial_respect = -6.0
	failed_respect = -12.0
	success_respect = 6.0
	bump_respect = 6.0
	bump_months = 6
	
	cooldown_months = 12
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_LOW_BALANCE_NAME
	desc_string = str_TASK_LOW_BALANCE_DESC
	failed_string = str_TASK_LOW_BALANCE_FAILED
	success_string = str_TASK_LOW_BALANCE_SUCCESS
	bad_condition_string = str_TASK_LOW_BALANCE_BAD_CONDITION
	good_condition_string = str_TASK_LOW_BALANCE_GOOD_CONDITION
	semi_condition_string = str_TASK_LOW_BALANCE_SEMI_BAD_CONDITION
	
	trigger_amount = 50000
	bump_amount = 1000000
	
	picture_col = 0
	picture_row = 15
}

MilitaryEducationIsLacking
{
	initial_respect = -5.0
	success_respect = 5.0
	failed_respect = -8.0
	bump_respect = 6.0
	
	bump_months = 12
	cooldown_months = 24
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 1
	trigger_start_year = 1500
	
	name_string	= str_TASK_MILITARY_EDUCATION_LACKING_NAME
	desc_string = str_TASK_MILITARY_EDUCATION_LACKING_DESC
	failed_string = str_TASK_MILITARY_EDUCATION_LACKING_FAILED
	success_string = str_TASK_MILITARY_EDUCATION_LACKING_SUCCESS
	bad_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_BAD_CONDITION
	good_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_GOOD_CONDITION
	semi_condition_string = str_TASK_MILITARY_EDUCATION_LACKING_SEMI_BAD_CONDITION
	
	garrison_lvl_1_points = 1.0
	garrison_lvl_2_points = 1.5
	garrison_lvl_3_points = 2.0
	required_percentage = 0.75
	
	picture_col = 7
	picture_row = 0
}

StuntedCulturalDevelopmentInColonies
{
	initial_respect = -3.0
	success_respect = 3.0
	failed_respect = -6.0
	bump_respect = 3.0
	
	bump_months = 12
	cooldown_months = 24
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_STUNTED_CULTURAL_DEVELOPMENT_NAME
	desc_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_DESC
	failed_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_FAILED
	success_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SUCCESS
	bad_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_BAD_CONDITION
	good_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_GOOD_CONDITION
	semi_condition_string = str_TASK_STUNTED_CULTURAL_DEVELOPMENT_SEMI_BAD_CONDITION
	
	theater_lvl_1_points = 1.0
	theater_lvl_2_points = 1.5
	theater_lvl_3_points = 2.0
	required_percentage = 0.5
	
	theater_level_for_bump_1600 = 1
	theater_level_for_bump_1700 = 2
	theater_level_for_bump_1800 = 3
	
	picture_col = 7
	picture_row = 0
}

LowMoraleInColonies
{
	initial_respect = -7.0
	success_respect = 7.0
	extra_respect = 1.0
	extra_for_every_over = 5.0
	failed_respect = -15.0
	bump_respect = 3.0
	
	bump_months = 12
	cooldown_months = 36
	cooldown_after_award = 12
	cooldown_after_success = 36
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_LOW_MORALE_NAME
	desc_string = str_TASK_LOW_MORALE_DESC
	failed_string = str_TASK_LOW_MORALE_FAILED
	success_string = str_TASK_LOW_MORALE_SUCCESS
	bad_condition_string = str_TASK_LOW_MORALE_BAD_CONDITION
	good_condition_string = str_TASK_LOW_MORALE_GOOD_CONDITION
	semi_condition_string = str_TASK_LOW_MORALE_SEMI_BAD_CONDITION
	
	success_morale = 35.0f
	bump_morale = 75.0f
	
	picture_col = 0
	picture_row = 0
}

UnsanitaryConditionsInColonies
{
	initial_respect = -5.0
	success_respect = 5.0
	failed_respect = -10.0
	bump_respect = 12.0
	
	bump_months = 6
	cooldown_months = 12
	cooldown_after_award = 12
	cooldown_after_success = 12
	cooldown_after_failure = 12
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_UNSANITARY_CONDITIONS_NAME
	desc_string = str_TASK_UNSANITARY_CONDITIONS_DESC
	failed_string = str_TASK_UNSANITARY_CONDITIONS_FAILED
	success_string = str_TASK_UNSANITARY_CONDITIONS_SUCCESS
	bad_condition_string = str_TASK_UNSANITARY_CONDITIONS_BAD_CONDITION
	good_condition_string = str_TASK_UNSANITARY_CONDITIONS_GOOD_CONDITION
	semi_condition_string = str_TASK_UNSANITARY_CONDITIONS_SEMI_BAD_CONDITION
	
	doctor_lvl_1_points = 1.0
	doctor_lvl_2_points = 1.5
	doctor_lvl_3_points = 2.0
	required_percentage = 0.75
	
	bump_lvl_1_population = 1499
	bump_lvl_2_population = 4499
	bump_lvl_3_population = 99999
	
	picture_col = 7
	picture_row = 0
}

LewdBehaviorInColonies
{
	initial_respect = -2.0
	success_respect = 2.0
	failed_respect = -4.0
	bump_respect = 3.0
	
	bump_months = 4
	cooldown_months = 8
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_LEWD_BEHAVIOUR_NAME
	desc_string = str_TASK_LEWD_BEHAVIOUR_DESC
	failed_string = str_TASK_LEWD_BEHAVIOUR_FAILED
	success_string = str_TASK_LEWD_BEHAVIOUR_SUCCESS
	bad_condition_string = str_TASK_LEWD_BEHAVIOUR_BAD_CONDITION
	good_condition_string = str_TASK_LEWD_BEHAVIOUR_GOOD_CONDITION
	semi_condition_string = str_TASK_LEWD_BEHAVIOUR_SEMI_BAD_CONDITION
	
	tavern_lvl_1_points = 1.0
	tavern_lvl_2_points = 1.5
	tavern_lvl_3_points = 2.0
	required_percentage = 0.75
	bump_percentage = 0.25
	
	picture_col = 0
	picture_row = 6
}

TooFewWarships
{
	initial_respect = -4.0
	success_respect = 4.0
	failed_respect = -8.0
	bump_respect = 3.0
	
	bump_months = 6
	cooldown_months = 30
	cooldown_after_award = 12
	cooldown_after_success = 30
	cooldown_after_failure = 30
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_TOO_FEW_WARSHIPS_NAME
	desc_string = str_TASK_TOO_FEW_WARSHIPS_DESC
	failed_string = str_TASK_TOO_FEW_WARSHIPS_FAILED
	success_string = str_TASK_TOO_FEW_WARSHIPS_SUCCESS
	bad_condition_string = str_TASK_TOO_FEW_WARSHIPS_BAD_CONDITION
	good_condition_string = str_TASK_TOO_FEW_WARSHIPS_GOOD_CONDITION
	semi_condition_string = str_TASK_TOO_FEW_WARSHIPS_SEMI_BAD_CONDITION
	
	number_of_worse_nations = 3
	
	picture_col = 0
	picture_row = 18
}

FortsAreTooFewAndFarBetween
{
	initial_respect = -4.0
	success_respect = 4.0
	failed_respect = -8.0
	bump_respect = 4.0
	
	bump_months = 12
	cooldown_months = 60
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_TOO_FEW_FORTS_NAME
	desc_string = str_TASK_TOO_FEW_FORTS_DESC
	failed_string = str_TASK_TOO_FEW_FORTS_FAILED
	success_string = str_TASK_TOO_FEW_FORTS_SUCCESS
	bad_condition_string = str_TASK_TOO_FEW_FORTS_BAD_CONDITION
	good_condition_string = str_TASK_TOO_FEW_FORTS_GOOD_CONDITION
	semi_condition_string = str_TASK_TOO_FEW_FORTS_SEMI_BAD_CONDITION
	
	fort_lvl_1_points = 1.0
	fort_lvl_2_points = 1.5
	fort_lvl_3_points = 2.0
	required_percentage = 0.5
	
	bump_lvl_1_population = 2501
	bump_lvl_2_population = 8001
	bump_lvl_3_population = 14001
	
	picture_col = 7
	picture_row = 0
}

TooSmallShips
{
	initial_respect = -3.0
	success_respect = 3.0
	failed_respect = -6.0
	
	//no bump..
	bump_respect = 0.0f
	bump_months = 12
	
	cooldown_months = 20
	cooldown_after_award = 12
	cooldown_after_success = 24
	cooldown_after_failure = 24
	
	show_semibad = 0
	trigger_start_year = 1500
	
	name_string	= str_TASK_TOO_SMALL_SHIPS_NAME
	desc_string = str_TASK_TOO_SMALL_SHIPS_DESC
	failed_string = str_TASK_TOO_SMALL_SHIPS_FAILED
	success_string = str_TASK_TOO_SMALL_SHIPS_SUCCESS
	bad_condition_string = str_TASK_TOO_SMALL_SHIPS_BAD_CONDITION
	good_condition_string = str_TASK_TOO_SMALL_SHIPS_GOOD_CONDITION
	semi_condition_string = str_TASK_TOO_SMALL_SHIPS_SEMI_BAD_CONDITION
	
	failure_ratio = 1.8
	
	picture_col = 0
	picture_row = 18
}

TooFewTradeShipSquadrons
{
	initial_respect = -4.0
	success_respect = 4.0
	failed_respect = -6.0
	
	bump_respect = 1.0
	bump_months = 6
	...
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