Re: A Guide To settlement_mechanics.xml
Some recent findings related to SOF_Turmoil with regards to scripting turmoil:
The pip_max value (default 16) is the top that can be scripted, eg if you use a turmoil factor higher then that in the script command (example: add_settlement_turmoil London 20) the excess is simply ignored. Which confirms the initially described function of the value.
The scripted turmoil turns up as forecast (greyed out) and will take effect in the next round with 5% (at default modifier value) reduced, eg a scripted 100% turmoil (as in above command) starts taking effect in the next turn with 75% (max pip of 16=80%) - every turn reduces the scripted turmoil by 5%, other turmoil (via traits etc) is not affected by this reduction.
The pip max value can be set pretty high (I tested with 40 in xml and script which resulted in 200% turmoil) and I am not sure what the limit might be.
Last edited by Gigantus; May 10, 2017 at 03:46 AM.
Reason: clarifying value (pip max)