Peste bubonique
MaladieModifié dans cette version

Peste bubonique

bubonic_plaguein_game/common/diseases/bubonic_plague.txt:1

Une peste redoutable qui se propage sur les grands axes commerciaux, frappant tout un chacun, puissant ou miséreux. La maladie provoque des gonflements noirs au niveau de l'aine et des aisselles, une terrible fièvre et finalement la mort. D'aucuns pensent qu'elle est transmise par la vermine qui abonde dans nos rues et nos champs, répandant ce mal fétide d'un individu à l'autre.

RequiertRenaissanceÈremonthly spawn chanceDécouvertesÈremonthly spawn chanceRéformeÈremonthly spawn chanceEntrepôtBâtimentr0Village de négoceBâtimentr0Place du marchéBâtimentr0Marché aux esclavesBâtimentr0BourseBâtimentr0Carrefour commercialBâtimentr0ArctiqueClimatlocation spread threshold, location stagnation chance, r0TropicalClimatlocation stagnation chance, r0Colonie ruraleRang de lieulocation spread threshold, location stagnation chance, r0

Modificateurs

Définitionin_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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