大瘟疫
疫病本版本变更

大瘟疫

great_pestilencein_game/common/diseases/great_pestilence.txt:1

遥远的国度传来噩耗:苦难和瘟疫席卷了大地,紧随其后的是可怖的死亡。这种我们的祖辈父辈都闻所未闻的疾病一定是那些满脸胡髭的异族人带来的,而如果瘟疫蔓延到我们的聚落,我们无法从祖先的经验中获得任何答案来帮助我们渡过劫难。我们的人民会灭亡吗?还是我们能团结一心抗击这在大地上横行的死神?

需要货栈建筑r0市集村落建筑r0集市建筑r0奴隶市场建筑r0证券交易所建筑r0贸易枢纽建筑r0乡村地点等级location stagnation chance, r0集镇地点等级location stagnation chance, r0大瘟疫局势monthly spawn chance, spawn封闭外界接触静态修正location stagnation chance山地地形location spread threshold, location stagnation chance, r0沙漠植被location spread threshold, location stagnation chance, r0

修正

定义in_game/common/diseases/great_pestilence.txt:1

2monthly_spawn_chance = {
3if = {
4limit = {
6continent:america = {
7any_location_in_continent = {
8population > 0
}
}
}
14if = {
16limit = {
18situation_is_active = no
19situation_has_ended = yes
}
}
23value = 0
}
25else = {
28value = 0.1
}
}
31else = {
32value = 0
}
}
36spawn = {
38if = {
40limit = {
42situation_is_active = no
43situation_has_ended = yes
}
}
}
49else_if = {
51limit = {
53situation_is_active = yes
54situation_has_ended = no
}
}
58continent:america = {
59random_location_in_continent = {
60limit = {
61population > 0
63disease_resistance(scope:disease) < 0.5
64any_pop = {
65culture = {
}
}
}
69spawn_disease = {
70disease = scope:disease
71value = 1
73save_scope_as = outbreak
}
}
}
}
79else = {
80continent:america = {
81random_location_in_continent = {
82limit = {
83population > 0
85disease_resistance(scope:disease) < 0.5
86any_pop = {
87culture = {
}
}
}
91spawn_disease = {
92disease = scope:disease
93value = 1
95save_scope_as = outbreak
}
98if = {
99limit = {
101situation_is_active = no
102situation_has_ended = no
}
}
105activate_situation = situation:great_pestilence
108set_variable = {
110value = scope:outbreak
}
}
}
}
}
}
}
121r0 = {
123if = {
124limit = {
125location_rank ?= location_rank:rural_settlement
}
127value = {
0
3
}
}
129else_if = {
130limit = {
131location_rank ?= location_rank:town
}
133value = {
2
5
}
}
135else = {
136value = {
5
10
}
}
139if = {
140limit = {
141OR = {
142has_building_with_at_least_one_level = market_village
143has_building_with_at_least_one_level = marketplace
144has_building_with_at_least_one_level = slave_market
145has_building_with_at_least_one_level = entrepot
146has_building_with_at_least_one_level = trading_hub
147has_building_with_at_least_one_level = stock_exchange
}
}
150multiply = 1.2
}
154if = {
155limit = {
156OR = {
157disease_has_stagnated = scope:disease
158disease_resistance(scope:disease) > 0.5
}
}
161subtract = {
0.2
0.7
}
163if = {
164limit = {
165disease_presence = {
166disease = scope:disease
167value <= 0.2
}
}
170subtract = 0.3
}
}
174if = {
175limit = {
176num_roads = 0
177OR = {
178topography = mountains
179vegetation = desert
180vegetation = jungle
}
}
183multiply = 0.25
}
185if = {
186limit = {
187NOT = {
187continent = continent:america
}
}
189multiply = 0.0
}
}
198location_spread_threshold = {
199if = {
200limit = {
201num_roads = 0
202OR = {
203topography = mountains
204vegetation = desert
205vegetation = jungle
}
}
208value = 0.85
}
210else = {
211value = 0.60
}
}
218calc_interval_days = {
4
16
}
220location_stagnation_chance = {
222if = {
223limit = {
223location_rank ?= location_rank:rural_settlement
}
224value = 0.1
}
226else_if = {
227limit = {
228location_rank ?= location_rank:town
}
230value = 0.08
}
232else = {
233value = 0.01
}
236if = {
237limit = {
238num_roads = 0
239OR = {
240topography = mountains
241vegetation = desert
242vegetation = jungle
}
}
245multiply = 3
}
248if = {
249limit = {
250disease_resistance(scope:disease) > 0.5
}
252add = {
253value = "disease_resistance(scope:disease)"
254subtract = 0.4
}
}
258if = {
259limit = {
260disease_resistance(scope:disease) > 0.95
}
262add = 0.1
}
264if = {
265limit = {
266disease_resistance(scope:disease) > 0.98
}
268add = 0.2
}
270if = {
271limit = {
272is_ownable = yes
273has_owner = yes
274owner ?= {
275has_country_modifier = no_contact_with_outsiders
}
}
278add = 0.5
}
280if = {
281limit = {
282NOT = {
282continent = continent:america
}
}
284value = 1.0
}
}
288percentage_to_meet_their_fate_on_calc = {
289value = 0.10
}
308mortality_rate = {
0.75
0.9
}
311character_mortality_chance = {
312value = 0.04
313multiply = "disease_presence(scope:disease)"
}
318on_spread_to_country = {
319trigger_event_non_silently = great_pestilence.1
}
322map_color = {
323lerp = {
324min_color = rgb {
248
180
194
}
325max_color = rgb {
61
0
0
}
326factor = "disease_presence(scope:disease)"
}
}
330secondary_map_color = {
331if = {
332limit = {
333disease_affects_pops_here = scope:disease
}
335value = rgb {
100
120
188
}
}
}
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