Skip to content

Commit

Permalink
Open Beta 0.20.1 RC
Browse files Browse the repository at this point in the history
  • Loading branch information
Wolferos committed Dec 1, 2022
1 parent 432a9c1 commit 9f0d382
Show file tree
Hide file tree
Showing 6 changed files with 50 additions and 228 deletions.
4 changes: 2 additions & 2 deletions mod/TheGreatWar.mod
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,6 @@ tags={
"Technologies"
}
picture="tgw_picture.png"
version="0.20"
supported_version="1.12.5"
version="0.20.1"
supported_version="1.12.6"
remote_file_id="699709023"
49 changes: 27 additions & 22 deletions mod/thegreatwar/common/defines/00_defines.lua
Original file line number Diff line number Diff line change
Expand Up @@ -51,7 +51,7 @@ NDiplomacy = {
PEACE_COST_FACTOR_UNCONTESTED_BID_STEP = 0.15, -- Uncontested cost factor will increase by this much each turn.
PEACE_COST_FACTOR_CAPITAL_SHIP_IC = 0.005, -- In peace conference, cost for taking one capital ship per IC
PEACE_COST_FACTOR_SCREENING_SHIP_IC = 0.005, -- In peace conference, cost for taking a part of the screening ships per IC
PEACE_INCREASE_COST_FACTOR_PER_MISSING_PERCENT_FOR_CAPITULATION = 0.002, -- increase factor if loser has not capitulated, for every percent between surrender level and BASE_SURRENDER_LEVEL
PEACE_INCREASE_COST_FACTOR_PER_MISSING_PERCENT_FOR_CAPITULATION = 0.0012, -- increase factor if loser has not capitulated, for every percent between surrender level and BASE_SURRENDER_LEVEL
-- peace action taker has a discount if they occupy the state depending on compliance
-- it's a table where first value is the compliance level, and the second the factor
PEACE_COST_FACTOR_COMPLIANCE_STEPS = {
Expand All @@ -75,23 +75,25 @@ NDiplomacy = {
-- if distance is between [0, NEUTRAL_DIST], we lerp the cost modifier between [MIN_DIST_COST_MODIFIER, 1.0]
-- if distance is between [NEUTRAL_DIST, MAX_DIST], we lerp the cost modifier between [1.0, MAX_DIST_COST_MODIFIER]
-- The below values represent (pixel distance / INFLUENCE_DISTANCE_DIVISOR)
INFLUENCE_NEUTRAL_DIST_CAPITAL = 80.0, -- distance to capital that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CAPITAL = 100.0, -- distance to capital that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CORE = 20.0, -- distance to nearest core state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CORE = 30.0, -- distance to nearest core state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CONTROLLED = 10.0, -- distance to nearest controlled state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CONTROLLED = 14.0, -- distance to nearest controlled state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_MIN_DIST_COST_MODIFIER = 0.80, -- Cost modifier at min (zero) distance
INFLUENCE_MAX_DIST_COST_MODIFIER = 1.20, -- Cost modifier at max distance
INFLUENCE_RATIO_CAPITAL = 0.2, -- Ratio of influence based on distance to capital
INFLUENCE_RATIO_CORE = 0.3, -- Ratio of influence based on distance to nearest core territory
INFLUENCE_NEUTRAL_DIST_CAPITAL = 30.0, -- distance to capital that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CAPITAL = 45.0, -- distance to capital that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CORE = 6.0, -- distance to nearest core state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CORE = 13.0, -- distance to nearest core state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_NEUTRAL_DIST_CONTROLLED = 14.0, -- distance to nearest controlled state that results in a cost modifier of 1.0
INFLUENCE_MAX_DIST_CONTROLLED = 20.0, -- distance to nearest controlled state that results in a cost modifier of INFLUENCE_MAX_DIST_COST_MODIFIER
INFLUENCE_MIN_DIST_COST_MODIFIER = 0.70, -- Cost modifier at min (zero) distance
INFLUENCE_MAX_DIST_COST_MODIFIER = 1.00, -- Cost modifier at max distance
INFLUENCE_RATIO_CAPITAL = 0.05, -- Ratio of influence based on distance to capital
INFLUENCE_RATIO_CORE = 0.45, -- Ratio of influence based on distance to nearest core territory
INFLUENCE_RATIO_CONTROLLED = 0.5, -- Ratio of influence based on distance to neared controlled territory (including uncontested peace conference bids)
INFLUENCE_DISTANCE_DIVISOR = 30.0, -- Divide pixel distance with this when determining distance to capital / core / controlled states. Just an arbitrary way of scaling the distance numbers.
INFLUENCE_DISTANCE_DIVISOR = 22.0, -- Divide pixel distance with this when determining distance to capital / core / controlled states. Just an arbitrary way of scaling the distance numbers.

INFLUENCE_MAJOR_FACTOR = 1.0, --How much influence discount a major will get
INFLUENCE_MINOR_FACTOR = 0.65, --How much influence discount a minor will get
INFLUENCE_PER_ADJACENCY = 0.05, -- How much influence to add per uncontested adjacent state in the PC (blob, don't snake)

PEACE_TRIGGER_AI_MAX_INFLUENCE_VALUE = 0.89, -- Max influence value for pc_is_state_outside_influence_for trigger
INFLUENCE_MAJOR_FACTOR = 1.0, --How much influence discount an AI major will get (inverse)
INFLUENCE_MINOR_FACTOR = 1.0, --How much influence discount an AI minor will get (inverse)

PEACE_TRIGGER_AI_MAX_INFLUENCE_VALUE = 0.99, -- Max influence value for pc_is_state_outside_influence_for trigger

BASE_IMPROVE_RELATION_COST = 10, -- Political power cost to initiate relation improvement
BASE_IMPROVE_RELATION_SAME_IDEOLOGY_GROUP_MAINTAIN_COST = 0.2, -- Political power cost each update when boosting relations with nation of same ideology
Expand Down Expand Up @@ -168,7 +170,7 @@ NDiplomacy = {
-- {1.0} would give you all the score on the first turn.
-- {0.5, 0.5, 0.5} would give you 50 % of the total score on each of the first three turns (in this case resulting in receiving 150 % of the total score).

PEACE_CONTEST_REFUND_FACTOR = { 1.0, 0.90, 0.80, 0.70 }, -- How much of the spent peace conference score that gets refunded in a contest. First element applies for the first round of conflicts, second element for the second round of conflicts, etc. The final element is used for each consecutive turn, so setting that to e.g. 0.7 means you get 70 % of the spent score back for every turn thereafter.
PEACE_CONTEST_REFUND_FACTOR = { 1.0, 0.92, 0.84, 0.76 }, -- How much of the spent peace conference score that gets refunded in a contest. First element applies for the first round of conflicts, second element for the second round of conflicts, etc. The final element is used for each consecutive turn, so setting that to e.g. 0.7 means you get 70 % of the spent score back for every turn thereafter.

PEACE_PLAY_SOUND_ON_NEW_TURN = true, -- Whether the 'peace_conference_new_turn' audio hook is called or not
PEACE_PLAY_NEW_TURN_SOUND_ONLY_IF_NOT_ALREADY_PLAYING = true, -- Whether the 'peace_conference_new_turn' audio hook should play only if not already playing (relevant if players spam-click the pass/submit button)
Expand Down Expand Up @@ -529,7 +531,7 @@ NResistance = {
SUPPRESSION_NEEDED_LOWER_CAP = 10.0, -- if resistance is lower than this value then we always act as though it is at the define for the purpose of suppresion requirements
SUPPRESSION_NEEDED_UPPER_CAP = 50.0, -- if resistance is greater than this value then we always act as though it is at the define for the purpose of suppresion requirements

GARRISON_MANPOWER_LOST_BY_ATTACK = 0.018, -- Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
GARRISON_MANPOWER_LOST_BY_ATTACK = 0.016, -- Ratio of manpower lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
GARRISON_EQUIPMENT_LOST_BY_ATTACK = 0.02, -- Ratio of equipment lost by garrison at each attack on garrison (this number will be reduced by the hardness of garrison template)
MAXIMUM_GARRISON_HARDNESS_WHEN_ATTACKED = 0.90, -- Cap to be sure that garrison will suffer lost in attack, even with a almost 100% hardness

Expand Down Expand Up @@ -733,7 +735,7 @@ NMilitary = {
WAR_SCORE_LAND_DAMAGE_FACTOR = 0.1, -- war score gained for every strengh damage done to an enemy's army
WAR_SCORE_ATTACKER_AND_WINNER_FACTOR = 1.2, -- factor applied to war score gained for strength damage done when being the attacker and the winner
WAR_SCORE_LAND_IC_LOSS_FACTOR = 0.1, -- war score gained for every IC damage done to an enemy's army
WAR_SCORE_PROVINCE_FACTOR = 2.0, -- war score gained when capturing a province for the first time, multiplied by province's worth
WAR_SCORE_PROVINCE_FACTOR = 3.0, -- war score gained when capturing a province for the first time, multiplied by province's worth
WAR_SCORE_LEND_LEASE_GIVEN_IC_FACTOR = 0.001, -- war score gained for every IC of lend lease sent to allies
WAR_SCORE_LEND_LEASE_GIVEN_FUEL_FACTOR = 0.001, -- war score gained for every 100 units of fuel lend lease sent to allies
WAR_SCORE_LEND_LEASE_RECEIVED_IC_FACTOR = 0.001, -- war score deducted for every IC of lend lease received from allies
Expand Down Expand Up @@ -1304,7 +1306,7 @@ NAir = {
0.0, -- NAVAL_KAMIKAZE
0.0, -- PORT_STRIKE
0.0, -- ATTACK_LOGISTICS
0.2, -- AIR_SUPPLY
0.05, -- AIR_SUPPLY
0.0, -- TRAINING
0.0, -- NAVAL_MINES_PLANTING
0.0, -- NAVAL_MINES_SWEEPING
Expand Down Expand Up @@ -2121,6 +2123,10 @@ NAI = {
DAYS_BETWEEN_CHECK_BEST_TEMPLATE = 7; -- Recalculate desired best template to upgrade with this many days inbetween.
DAYS_BETWEEN_CHECK_BEST_EQUIPMENT = 7; -- Recalculate desired best equipment to upgrade with this many days inbetween.

UNLOCK_SPIRIT_AI_WILL_DO_FACTOR = 10, -- Factor for scripted ai_will_do value
UNLOCK_SPIRIT_MODIFIER_FACTOR = 0.1, -- Factor for AI's evaluated value of the modifiers connected to the spirit
UNLOCK_SPIRIT_TRUNCATION_SELECT_THRESHOLD = 0.80, -- Valid between [0.0, 1.0]. When unlocking spirits, select randomly from all spirits with AI score >= VALUE * HighestSpiritScore. To always select the best, set this value to 1.0. To select fully randomly, set this value to 0.0.

FOCUS_TREE_CONTINUE_FACTOR = 1.5, -- Factor for score of how likely the AI is to keep going down a focus tree rather than starting a new path.
PLAN_VALUE_TO_EXECUTE = -0.5, -- AI will typically avoid carrying out a plan it below this value (0.0 is considered balanced).
DECLARE_WAR_NOT_NEIGHBOR_FACTOR = 0.25, -- Multiplier applied before force factor if country is not neighbor with the one it is considering going to war
Expand Down Expand Up @@ -3072,11 +3078,10 @@ NAI = {
AREA_DEFENSE_MINCAP_DESIRED_HOME_AREA = 3, -- DesiredUnits for home area is at least this.

COMMAND_POWER_BEFORE_SPEND_ON_TRAITS = 30.0,


PEACE_BID_FOLD_TURNS_AGAINST_OTHER_AI = 2, --Resolve contests against other AIs after this many turns. Don't always contest forever, it yields the same results.
PEACE_BID_FOLD_AGAINST_PLAYER_CHANCE = 0.5, -- Likelihood that AI will fold in a bidding contest against human player.
PEACE_BID_FOLD_AGAINST_AI_CHANCE_UNCONTROLLED = 0.40, -- Likelihood an AI will fold against an AI in a bidding contest where they do not control the state in question, if their own bid is take_states and there is a bidder with more points.
PEACE_BID_FOLD_AGAINST_LIBERATE_CONTEST = 1.0, -- Likelihood that the AI will back down against a same-ideology country performing a contesting liberate bid ##Bordergore prevention therapy
PEACE_BID_FOLD_MINOR_VS_MAJOR = 1.0, -- Likelihood that AI minors will fold against majors (majors will already try and return cores and claims, so this should not be a particularly big deal)
PEACE_AI_GROUP_PEACE_ACTIONS = true, -- Whether AI should group peace actions or greedily just select the most-desired peace actions
PEACE_AI_EVALUATE_FOR_SUBJECTS = true, -- Whether AI should include subjects when evaluating giving states to other winners (may affect performance on new conference turn)
PEACE_AI_EVALUATE_FOR_ALLIES = true, -- Whether AI should include allies when evaluating giving states to other winners (may affect performance on new conference turn)
Expand Down
133 changes: 2 additions & 131 deletions mod/thegreatwar/common/ideas/CAN.txt
Original file line number Diff line number Diff line change
Expand Up @@ -215,25 +215,7 @@ ideas = {
political_power_factor = 0.1
}
}
CAN_patriation = {

picture = can_patriation

allowed = {
always = no
}

allowed_civil_war = {
always = yes
}
removal_cost = -1

modifier = {
autonomy_gain = 2
}

rule = { can_decline_call_to_war = yes }
}

CAN_republic_americanism = {

picture = generic_victors_of_ww1
Expand Down Expand Up @@ -875,116 +857,5 @@ ideas = {
}
}
}
# TECHNOLOGY
tank_manufacturer = {
designer = yes
vickers_armstrong_can = {
picture = generic_tank_manufacturer_1
allowed = {
original_tag = CAN
}
research_bonus = {
armor = 0.10
}
cost = 250
traits = { medium_tank_manufacturer }
}
}
industrial_concern = {
polymer_corporation = {
picture = generic_industrial_concern_2

allowed = {
original_tag = CAN
}
research_bonus = {
synth_resources = 0.1
industry = 0.05
}
traits = { refinery_concern }
}
}
materiel_manufacturer = {
designer = yes
inglis_company = {
picture = generic_infantry_equipment_manufacturer_2
allowed = {
original_tag = CAN
}
research_bonus = {
support_tech = 0.10
}
traits = { support_equipment_manufacturer }
}
small_arms_limited = {
picture = generic_infantry_equipment_manufacturer_1
allowed = {
original_tag = CAN
}
research_bonus = {
infantry_weapons = 0.10
}
traits = { infantry_equipment_manufacturer }
}
}
naval_manufacturer = {
designer = yes
kingston_shipbuilding = {
picture = generic_naval_manufacturer_2
allowed = {
original_tag = CAN
}
research_bonus = {
naval_equipment = 0.10
}
equipment_bonus = {

}
traits = { pacific_fleet_naval_manufacturer }
}
halifax_shipyard_limited = {
picture = generic_naval_manufacturer_3
allowed = {
original_tag = CAN
}
research_bonus = {
naval_equipment = 0.10
}
equipment_bonus = {
# destroyers
}
traits = { convoy_escort_naval_manufacturer }
}
}

aircraft_manufacturer = {
designer = yes
canadian_car_foundry = {
picture = generic_air_manufacturer_2
allowed = {
original_tag = CAN
}
research_bonus = {
air_equipment = 0.10
}
traits = { light_aircraft_manufacturer }
ai_will_do = {
factor = 1
}
}
CAN_handley_page = {
picture = generic_air_manufacturer_3
cost = 150
allowed = {
original_tag = CAN
}
research_bonus = {
air_equipment = 0.10
}
traits = { heavy_aircraft_manufacturer }
ai_will_do = {
factor = 1
}
}
}

}
Loading

0 comments on commit 9f0d382

Please sign in to comment.