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Le Grich'ti Guili
Feb 20, 2004
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Très bien la note sur la taille du domaine et l'efficacité : un exemple chiffré est bien plus efficace ! On savait plus ou moins la chose; mais là c'est clair et précis ;)
Une question indirecte à ce sujet. Quand tu as de nombreuses améliorations dans une province et que tu amènes le curseur sur 'revenu' comme tu l'as fait dans ton exemple, tu obtiens une fenêtre sur fond bleu avec tous les bonus et malus, qui est tellement grande que tu as un curseur... Que tu peux pas atteindre vu que cette fenêtre de détails est pas fixe : dès que tu bouges ta souris, la fenêtre bouge aussi :mad: Bref c'est pas très efficace :)
 

Disturbman

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d'ailleur je pense qu'il faudrait que tu parle des events que tu te choppe quand ton efficacite est tros faible.

genre celui ou l'un des choix est d'acoir 25% de chance de devenir schizophrene. ;)
 

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Disturbman said:
bravo judge! :cool:

il en faudrait une sur les conversions et les mariages aussi. ;)

J'oubliais de dire que vous pouvez aussi répondre à une question que vous vous posez, genre les mariages ou les conversions... Je posterais la réponse dans la FAQ. ;)
 

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Disturbman said:
d'ailleur je pense qu'il faudrait que tu parle des events que tu te choppe quand ton efficacite est tros faible.

genre celui ou l'un des choix est d'acoir 25% de chance de devenir schizophrene. ;)

En tout cas, si tu veux en parler n'hésites pas... Perso je me suis encore jamais pris de tels events.
 

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Jugde Ju said:
En tout cas, si tu veux en parler n'hésites pas... Perso je me suis encore jamais pris de tels events.

lol moi oui (et plutot souvent meme)

pas de probleme je cherche dans les envents et puis je t'envois le script. ;) d'ailleur tu pourra meme faire un f12 machin pour voir les resultats.

par contre ca sera du 1.03b, mais je pense pas que ca ait change grand chose.
 

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oky donc voila le script, desole mais il est plutot long.

##########################################
# Your huge demesne is hard to manage #
# #
##########################################

character_event = {
id = 5650

picture = "event_sickness"

trigger = {
condition = { type = ruler }
condition = { type = not value = { type = efficiency value = 0.8 } }
condition = { type = not value = { type = trait value = stress_symptom } }
}

mean_time_to_happen = {

months = 2000 # high base

modifier = {
condition = { type = efficiency value = 0.7 }
condition = { type = not value = { type = efficiency value = 0.8 } }
factor = 0.9 # 70-79
}
modifier = {
condition = { type = efficiency value = 0.6 }
condition = { type = not value = { type = efficiency value = 0.7 } }
factor = 0.8 # 60-69
}
modifier = {
condition = { type = efficiency value = 0.5 }
condition = { type = not value = { type = efficiency value = 0.6 } }
factor = 0.6 # 50-59
}
modifier = {
condition = { type = efficiency value = 0.4 }
condition = { type = not value = { type = efficiency value = 0.5 } }
factor = 0.4 # 40-49
}
modifier = {
condition = { type = efficiency value = 0.3 }
condition = { type = not value = { type = efficiency value = 0.4 } }
factor = 0.3 # 30-39
}
modifier = {
condition = { type = efficiency value = 0.2 }
condition = { type = not value = { type = efficiency value = 0.3 } }
factor = 0.2 # 20-29
}
modifier = {
condition = { type = efficiency value = 0.1 }
condition = { type = not value = { type = efficiency value = 0.2 } }
factor = 0.1 # 10-19
}
modifier = {
condition = { type = not value = { type = efficiency value = 0.1 } }
factor = 0.02 # 0-9
}

# no law influence

# no tech influence

# traits influence
modifier = {
condition = { type = trait value = depression } # it is no fun anymore
factor = 0.5
}
modifier = {
condition = { type = trait value = illness } # it is tough to be ill
factor = 0.5
}
modifier = {
condition = { type = trait value = pneumonia } # pneumonia isn't all that nice either
factor = 0.5
}
modifier = {
condition = { type = trait value = intestinal_worm } # the stomach can cause problems
factor = 0.5
}
modifier = {
condition = { type = trait value = leper } # leprosy is certainly not conductive to hard work
factor = 0.2
}
modifier = {
condition = { type = trait value = plagueinfested } # ...but the plague is worse
factor = 0.1
}
modifier = {
condition = { type = trait value = stutter } # all these face-to-face meetings are hard
factor = 0.9
}
modifier = {
condition = { type = trait value = lisp } # all these face-to-face meetings are hard
factor = 0.9
}
modifier = {
condition = { type = trait value = maniac } # used to stress
factor = 2.0
}
modifier = {
condition = { type = trait value = schizofrenia } # several people work harder than one
factor = 4.0
}
modifier = {
condition = { type = trait value = chaste } # less sex means more time for work
factor = 1.5
}
modifier = {
condition = { type = trait value = lustful } # busy, busy, busy
factor = 0.75
}
modifier = {
condition = { type = trait value = energetic } # a regular bundle of energy
factor = 1.2
}
modifier = {
condition = { type = trait value = temperate } # keeps a cool head
factor = 1.2
}
modifier = {
condition = { type = trait value = wise } # more work for equal thoughts
factor = 1.1
}
modifier = {
condition = { type = trait value = trusting } # trust is easily abused as efficiency falls
factor = 0.9
}
modifier = {
condition = { type = trait value = suspicious } # so many people to keep an eye on, so little time
factor = 0.9
}


# stats influence
# health very important - especially if bad...
modifier = {
condition = { type = not value = { type = health value = 2 } }
factor = 0.25
}
modifier = {
condition = { type = health value = 2 }
condition = { type = not value = { type = health value = 4 } }
factor = 0.50
}
modifier = {
condition = { type = health value = 4 }
condition = { type = not value = { type = health value = 6 } }
factor = 0.75
}
modifier = {
condition = { type = health value = 6 }
condition = { type = not value = { type = health value = 8 } }
factor = 1.5
}
modifier = {
condition = { type = health value = 8 }
condition = { type = not value = { type = health value = 10 } }
factor = 1.75
}
modifier = {
condition = { type = health value = 10 }
factor = 2
}

# stewardship most important
modifier = {
condition = { type = not value = { type = stewardship value = 3 } }
factor = 0.5
}
modifier = {
condition = { type = stewardship value = 3 }
condition = { type = not value = { type = stewardship value = 6 } }
factor = 0.75
}
modifier = {
condition = { type = stewardship value = 6 }
condition = { type = not value = { type = stewardship value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = stewardship value = 9 }
condition = { type = not value = { type = stewardship value = 12 } }
factor = 1.1
}
modifier = {
condition = { type = stewardship value = 12 }
condition = { type = not value = { type = stewardship value = 15 } }
factor = 1.5
}
modifier = {
condition = { type = stewardship value = 15 }
factor = 2
}

# martial somewhat important
modifier = {
condition = { type = not value = { type = martial value = 6 } }
factor = 0.75
}
modifier = {
condition = { type = martial value = 6 }
condition = { type = not value = { type = martial value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = martial value = 9 }
condition = { type = not value = { type = martial value = 12 } }
factor = 1.1
}
modifier = {
condition = { type = martial value = 12 }
factor = 1.5
}

# intrigue somewhat important
modifier = {
condition = { type = not value = { type = intrigue value = 6 } }
factor = 0.75
}
modifier = {
condition = { type = intrigue value = 6 }
condition = { type = not value = { type = intrigue value = 9 } }
factor = 0.9
}
modifier = {
condition = { type = intrigue value = 9 }
condition = { type = not value = { type = intrigue value = 12 } }
factor = 1.1
}
modifier = {
condition = { type = intrigue value = 12 }
factor = 1.5
}
}

action_a = { # This is all very stressful
effect = { type = health value = -1.0 }
effect = { type = fertility value = -1.0 }
effect = { type = add_trait value = stress_symptom }
}
action_b = { # I Must Work Harder...
effect = { type = health value = -1.0 }
effect = { type = fertility value = -1.0 }
effect = { type = stewardship value = 1.0 }
effect = { type = intrigue value = 1.0 }
effect = {
type = random
chance = 25
effect = { type = add_trait value = maniac }
}
effect = {
type = random
chance = 10
effect = { type = add_trait value = schizofrenia }
}
}
action_c = { # I Must Multitask...
effect = { type = intrigue value = 1.0 }
effect = {
type = random
chance = 25
effect = { type = add_trait value = schizofrenia }
}
}

}

edit : sans oublier que quand tu es shizophrene il y a des events qui te font tuer tes vassaux, ta femme ou tes enfants (avec le gain de mauvais traits lie a ces actions) ;)
 
Last edited:

Disturbman

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zak said:
l'ia arrondit ou pas avant de X2 pour déterminer le nb max de provinces sans malus ?

non, il me semble pas. tout les calculs de l'ia se font avec les decimales.
 

Disturbman

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crash63 said:
L'arrondi multiplie les erreurs dc ça serait pas normal qu'elle le fasse. C'est juste l'interface qui fait ça. D'ailleurs je trouve qu'on perd en lisibilité et que certains trucs pourrait afficher des virgules des fois.

oui moi aussi comme pour les traits par exemple