Beulenpest
KrankheitIn dieser Version geändert

Beulenpest

bubonic_plaguein_game/common/diseases/bubonic_plague.txt:1

Eine große Pestilenz fegt durch die geschäftigen Handelsrouten – ob arm oder reich, niemand bleibt verschont. Wer sich ansteckt, leidet unter schwarzen Beulen im Schritt und in den Achseln, und ihn plagt ein schreckliches Fieber, das ihm schließlich dem Tod bringt. Manche glauben, das Ungeziefer auf unseren Straßen und Feldern trage diese elende Krankheit von einer armen Seele zur nächsten.

ErfordertRenaissanceZeitaltermonthly spawn chanceEntdeckungenZeitaltermonthly spawn chanceReformationZeitaltermonthly spawn chanceEntrepotGebäuder0MarktdorfGebäuder0MarktplatzGebäuder0SklavenmarktGebäuder0BörseGebäuder0HandelsknotenGebäuder0ArktischKlimalocation spread threshold, location stagnation chance, r0TropischKlimalocation stagnation chance, r0LandsiedlungOrtsranglocation spread threshold, location stagnation chance, r0

Modifikatoren

Definitionin_game/common/diseases/bubonic_plague.txt:1

2monthly_spawn_chance = {
4if = {
6limit = {
8situation_is_active = no
9situation_has_ended = yes
}
}
12value = 0.005
}
14else_if = {
16limit = {
18situation_is_active = yes
19situation_has_ended = no
}
}
23value = 0
}
25else = {
27if = {
28limit = {
29OR = {
30disease_is_active = scope:disease
31has_game_rule = black_death_date_off
}
}
34value = 0
}
36else_if = {
37limit = {
37has_game_rule = black_death_date_historical
}
38if = {
39limit = {
39current_date > 1346.10.1
}
40value = 1.0
}
42else_if = {
43limit = {
43current_date > 1346.1.1
}
44value = 0.2
}
46else = {
46value = 0
}
}
48else_if = {
49limit = {
49has_game_rule = black_death_date_random
}
51if = {
52limit = {
52current_age = age_2_renaissance
}
53value = 0.005
}
55else_if = {
57limit = {
57current_age = age_3_discovery
}
58value = 0.01
}
60else_if = {
62limit = {
62current_age = age_4_reformation
}
63value = 1.0
}
65else = {
65value = 0
}
}
67else = {
67value = 0
}
}
}
71monthly_resistance_reduction = 0.0002
73spawn = {
75if = {
77limit = {
79situation_is_active = no
80situation_has_ended = yes
}
}
83random_ownable_location = {
84limit = {
86population > 1
89trigger_if = {
90limit = {
92situation_is_active = no
93situation_has_ended = no
}
}
97OR = {
98continent = continent:asia
99continent = continent:europe
100continent = continent:africa
101continent = continent:oceania
}
}
105disease_resistance(scope:disease) < 0.5
}
109spawn_disease = {
110disease = scope:disease
111value = 1
113save_scope_as = outbreak
}
}
}
117else_if = {
119limit = {
121situation_is_active = yes
122situation_has_ended = no
}
}
}
127else = {
128random_ownable_location = {
129limit = {
130population > 1
131OR = {
132AND = {
133has_game_rule = black_death_origin_historical
134OR = {
135area = area:desht_kipchak_area
136area = area:astrakhan_area
137area = area:lower_yik_area
}
}
140AND = {
141has_game_rule = black_death_origin_random
142OR = {
143continent = continent:asia
144continent = continent:europe
145sub_continent = sub_continent:north_africa
}
}
}
149disease_resistance(scope:disease) < 0.5
}
151spawn_disease = {
152disease = scope:disease
153value = 1
156save_scope_as = outbreak
}
158if = {
159limit = {
161situation_is_active = no
162situation_has_ended = no
}
}
165activate_situation = situation:black_death
167set_variable = {
169value = scope:outbreak
}
}
}
}
}
}
178r0 = {
180if = {
181limit = {
182OR = {}
}
192value = {
1.1
1.3
}
}
194else_if = {
195limit = {
196location_rank ?= location_rank:town
}
198value = {
1.3
1.6
}
}
200else = {
201value = {
1.5
1.9
}
}
204if = {
205limit = {
206OR = {
207has_building_with_at_least_one_level = market_village
208has_building_with_at_least_one_level = marketplace
209has_building_with_at_least_one_level = slave_market
210has_building_with_at_least_one_level = entrepot
211has_building_with_at_least_one_level = trading_hub
212has_building_with_at_least_one_level = stock_exchange
}
}
215multiply = 1.2
}
218if = {
219limit = {
220OR = {
221disease_has_stagnated = scope:disease
222disease_resistance(scope:disease) > 0.5
}
}
225subtract = {
0.2
0.7
}
227if = {
228limit = {
229disease_presence = {
230disease = scope:disease
231value <= 0.2
}
}
234subtract = 0.3
}
}
}
239calc_interval_days = 25
241location_stagnation_chance = {
244if = {
245limit = {
246location_rank ?= location_rank:rural_settlement
}
248value = 0.08
}
250else_if = {
251limit = {
252location_rank ?= location_rank:town
}
254value = 0.04
}
256else = {
257value = 0.02
258if = {
259limit = {
260location_population_percentage < 0.1
}
262add = 0.1
}
}
266if = {
267limit = {
268OR = {
269topography = mountains
270topography = wetlands
271vegetation = desert
272vegetation = jungle
273climate = arctic
274climate = tropical
}
}
277add = 0.2
}
281if = {
282limit = {
283disease_resistance(scope:disease) > 0.5
}
285add = {
286value = "disease_resistance(scope:disease)"
287subtract = 0.5
288multiply = 0.25
}
}
291if = {
292limit = {
293disease_resistance(scope:disease) > 0.95
}
295add = 0.05
}
297if = {
298limit = {
299disease_resistance(scope:disease) > 0.98
}
301add = 0.1
}
305if = {
306limit = {
307distance_to_squared = {
308location = scope:disease.origin
309value < 150000
}
}
312value = 0
}
}
316percentage_to_meet_their_fate_on_calc = {
317value = 0.25
}
338mortality_rate = {
0.3
0.6
}
340character_trait = bubonic_plague_trait
342character_mortality_chance = {
343value = 0.08
344if = {
345limit = {
346NOT = {
347owner = {
348has_country_modifier = hiding_from_black_death
}
}
}
352add = 0.08
}
354multiply = "disease_presence(scope:disease)"
}
357on_spread_to_country = {
358trigger_event_non_silently = black_death.2
}
361map_color = {
362lerp = {
363min_color = define:NMapColors|DISEASE_BUBONIC_PLAGUE_MIN
364max_color = define:NMapColors|DISEASE_BUBONIC_PLAGUE_MAX
365factor = "disease_presence(scope:disease)"
}
}
369secondary_map_color = {
370if = {
371limit = {
372disease_affects_pops_here = scope:disease
}
374value = rgb {
100
120
188
}
}
}
383location_spread_threshold = {
384value = 0.30
385if = {
386limit = {
387num_roads = 0
388OR = {
389topography = mountains
390topography = wetlands
391vegetation = desert
392vegetation = jungle
393climate = arctic
394location_rank ?= location_rank:rural_settlement
}
}
397multiply = 1.75
}
399else_if = {
400limit = {
401num_roads >= 0
}
403multiply = 0.50
}
}
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