﻿
#收揽人心
RCAffine = {
    index = 801
    genetic = no
    #配偶好感
    spouse_opinion = 80
    #孩子好感
    child_opinion = 80
	#大众好感
	general_opinion = 80
    #领主好感
    liege_opinion = 80
    #封臣好感
    vassal_opinion = 80
    #强力封臣好感
    powerful_vassal_opinion  = 80
    #廷臣好感
    courtier_opinion = 80
    #神职人员好感
    same_faith_opinion = 80
    #同信仰好感
    clergy_opinion  = 80
    #异信仰好感
    different_faith_opinion  = 80
    #同文化好感
    same_culture_opinion = 80
    #异文化好感
    different_culture_opinion = 80
    #囚犯好感
    prisoner_opinion  = 80
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCAffine_desc_1
			}
			desc = trait_RCAffine_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#瞒天过海
RCScheme = {
    index = 802
    genetic = no
	#计谋强度
	scheme_power = 80
	#计谋阻力
	scheme_resistance = 80
	#计谋成功概率
	scheme_success_chance = 80
	#计谋发现概率
	scheme_discovery_chance_mult = 0.8
	#阴险计谋强度
	hostile_scheme_power_add = 80
	#阴险计谋阻力百分比
	hostile_scheme_resistance_mult = 0.80
	#私人计谋阻力
	personal_scheme_resistance_add = 80
	#私人计谋强度百分比
	personal_scheme_power_mult = 0.80
	#阴谋成功概率强度
	owned_hostile_scheme_success_chance_add = 80
	#私人阴谋成功概率强度
	owned_personal_scheme_success_chance_add = 80
	#敌方阴谋的成功概率强度
	enemy_hostile_scheme_success_chance_add = -80
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCScheme_desc_1
			}
			desc = trait_RCScheme_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#取之于民
RClevy = {
    index = 803
    genetic = no
	#地产税收百分比
	tax_mult = 0.2
	#封臣的征召兵贡献百分比
	vassal_levy_contribution_mult = 0.2
	#封臣的税收贡献百分比
	vassal_tax_contribution_mult = 0.2
	#封臣内阁成员税收贡献百分比
	happy_powerful_vassal_tax_contribution_mult = 0.2
	#封臣内阁成员的征召兵贡献百分比
	happy_powerful_vassal_levy_contribution_mult = 0.2
	#封臣税收百分比
	vassal_tax_mult = 0.2
	#封臣征召兵百分比
	vassal_levy_mult = 0.2
	
	#征召兵规模百分比
	levy_size = 0.80
	#征召兵补员速率
	levy_reinforcement_rate = 0.80
	#征召兵补员速率（相同信仰）
	levy_reinforcement_rate_same_faith = 0.80
	
	#直辖领地税收（同信仰）百分比
	domain_tax_same_faith_mult = 0.2
	#直辖领地税收（不同信仰）百分比
	domain_tax_different_faith_mult = 0.2
	#直辖领地税收百分比
	domain_tax_mult = 1
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RClevy_desc_1
			}
			desc = trait_RClevy_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#攻无不克
RCGodofWar = {
    index = 804
    genetic = no
	#骑士战斗力百分比
	knight_effectiveness_mult = 0.8
	#优势
	advantage = 80
	#进攻方优势
	attacker_advantage = 80
	#防守方优势
	defender_advantage = 80
	#在丘陵的优势
	hills_advantage = 80
	#信仰敌对优势
	tolerance_advantage_mod = 80
	#在深林的优势
	forest_advantage = 80
	#在针叶林的有事
	taiga_advantage = 80
	#受控领土防御优势
	controlled_province_advantage = 80
	#撤退的损失百分比
	retreat_losses = -0.80
	#敌方防御优势百分比
	enemy_terrain_advantage = -0.80
	#补给能力百分比
	supply_capacity_mult = 0.80
	#补给持续期间百分比
	supply_duration = 0.80
	#围攻阶段时间百分比
	siege_phase_time = -0.80
	#敌方伯爵领损耗百分比
	hostile_county_attrition = -0.80
	#友方战死士兵百分比
	hard_casualty_modifier = -0.80
	#敌方战死士兵百分比
	enemy_hard_casualty_modifier = 0.80
	#行军速度百分比
	movement_speed = 0.80
	#最大战斗骰
	max_combat_roll = 80
	#最小战斗骰
	min_combat_roll = 80
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCGodofWar_desc_1
			}
			desc = trait_RCGodofWar_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#硕果累累
RCProfit = {
    index = 805
    genetic = no
	#每月恐惧
    monthly_dread = 1
	#每月威望
	monthly_prestige = 2
	#每月威望百分比
	#monthly_prestige_gain_mult = 0.80
	#每位骑士给予的每月威望百分比
	monthly_prestige_gain_per_knight_mult = 0.80
	#每月虔诚
	monthly_piety = 2
	#每月虔诚百分比
	#monthly_piety_gain_mult = 0.80
	#每位骑士给予的每月虔诚百分比
	monthly_piety_gain_per_knight_mult = 0.80
	#每月金钱
	#monthly_income = 80
	#每月金钱百分比
	#monthly_income_mult = 0.80
	#战争期间每月收入百分比
	monthly_war_income_mult = 0.2
	#每月发展度增长百分比
	development_growth_factor =  1
	#每月生活方式的经验值百分比
	monthly_lifestyle_xp_gain_mult = 1
	#每月外交生活方式的经验值百分比
	#monthly_diplomacy_lifestyle_xp_gain_mult = 1
	#每月军事生活方式的经验值百分比
	#monthly_martial_lifestyle_xp_gain_mult = 1
	#每月管理生活方式的经验值百分比
	#monthly_stewardship_lifestyle_xp_gain_mult = 1
	#每月谋略生活方式的经验值百分比
	#monthly_intrigue_lifestyle_xp_gain_mult = 1
	#每月知识生活方式的经验值百分比
	#monthly_learning_lifestyle_xp_gain_mult = 1
	#信仰创建与改革花费百分比
	faith_creation_piety_cost_mult = -1
	#每月控制力增长
	monthly_county_control_change_add = 5
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCProfit_desc_1
			}
			desc = trait_RCProfit_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#细水长流
RCThrifty = {
    index = 806
    genetic = no
	#建筑的金钱花费百分比
	build_gold_cost = -1
	#建筑的虔诚花费百分比
	build_piety_cost = -1
	#建筑的威望花费百分比
	build_prestige_cost = -1
	#建筑的建造时间百分比
	build_speed = -1
	#地产的金钱花费百分比
	holding_build_gold_cost = -1
	#神殿的建造时间百分比
	church_holding_build_speed = -1
  	#神殿的建造花费百分比
	church_holding_build_gold_cost = -1
	#神殿地产的时间百分比
	church_holding_holding_build_speed = -1
	#神殿地产的花费百分比
	church_holding_holding_build_gold_cost = -1
	#军队维护费百分比
	army_maintenance_mult = -1
	#骑士团雇佣花费百分比
	holy_order_hire_cost_mult = -1
	#雇佣兵雇佣花费百分比
	mercenary_hire_cost_mult = -1
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCThrifty_desc_1
			}
			desc = trait_RCThrifty_desc_2
		}
	}
	birth = 0
	random_creation = 0
}
#只手遮天
RCPower = {
    index = 807
    genetic = no
	#直辖上限
	domain_limit = 999
	#封臣上限
    vassal_limit = 99
	#征兵规模
    levy_size = 2
    #士兵上限
    men_at_arms_cap = 25
    #士兵规模
    men_at_arms_limit = 9
	#骑士上限
	knight_limit = 99
	#城防等级
	fort_level = 9
    desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					NOT = { exists = this }
				}
				desc = trait_RCPower_desc_1
			}
			desc = trait_RCPower_desc_2
		}
	}
	birth = 0
	random_creation = 0
}