; descr_missions.txt
;;;;;;;;;;;;;;;;;;;;;
; This file contains all the data required for pope missions.
;
; The first section specifies payback lists.  Each payback list contains a list of 
; individual reward and penalty items for success/failure of missions.
; The allowable payback items are:
;   - money                [int]   (specifies how much money is gained/lost as a result
;   - income               [float]
;   - buildable_unit       [uint]
;   - best_buildable_unit  [uint]
;   - minor_exotic_unit    [uint]
;   - major_exotic_unit    [uint]
;   - guild_money 	   [int] [guild]
;   - assassinate          [float]
;   - null_payback         [string]
;
; Other paybacks are handled through the event / condition system: (be sure to add null paybacks for them if you want payback text descriptions
;   - papal standing
;   - guild points
;   - relics
;   - traits
;   - ancillaries
;
;
; The second section contains data used to initialise the missions.
; Each mission has a type, which must be one of the supported types.
; An additional optional mission id can be specified for multiple 
; missions of the same type with different parameters
;
; e.g. 
;  - mission guild_recruit_agent recruit_assassin
;  - mission guild_recruit_agent recruit_merchant
;
;
; supported mission types:
;
; Pope Missions: 
;                - join crusade
;                - return home city
;                - cease_hostilities
;                - assassinate_cardinal
;                - assassinate_witch
;                - papal_blockade_port
;                - break_alliance
;                - papal_build_church
;                - convert
;                - gift_from_pope
;                - give_cash
;                - give_ancillary
;                - recruit_priest
; Council Missions: 
;                - assassinate_general
;                - council_blockade_port
;                - council_take_rebel_settlement
;                - council_take_settlement
;                - gift_from_council
;                - council_marry_princess
;                - annex_settlement
; Guild Missions: 
;                - guild_take_settlement
;                - guild_recruit_agent
;                - guild_acquisition
;                - guild_trade_agreement
;
; Base Mission Parameters:
;   - [MISSION_SOURCE]	e.g. POPE_MISSION, used as a text lookup for the source of the mission
;   - image_path_issued [image_name]	the event image name for mission issued event (default = mission_issued)
;   - image_path_expired [image_name]	the event image name for mission expired event (default = mission_expired)
;   - image_path_success [image_name]	the event image name for mission success event (default = mission_success)
;   - image_path_failed [image_name]	the event image name for mission failed event (default = mission_failed)
;   - duration [uint]	duration of the mission before automatic failure
;   - exclude_duration [uint]	number of turns score is reduced for mission selection (score *= num_turns_since/exclude_duration) (default = 0)
;   - score_modifier [float]	modifies the mission score (chance mission is chosen, higher = more frequent) (default = 1.0)
;   - difficulty_threshold [float]	difficulty threshold used for mission rejection.  mission difficulty levels <= difficulty threshold are not selected for first 50 turns or if player on easy difficulty setting (default = 0.0)
;   - turn_start [uint]	at what turn number do these missions become available? (default = 2)
;   - paybacks 	structure indicating the conditions required to get a certain payback list
;		The list is iterated until all conditions for that payback list are met, in which case it is chosen
;
;       - papal_standing [float]	the max papal standing condition
;	- difficulty [float]		the max difficulty level, normally between 0.0 (impossible) and 1.0 (extremely easy)
;	- cash [float]			the max treasury
;	- random [float]		the max random value (may be cumulative with previous random conditions)
;
;   - Each mission may have additional parameters specified.


;;;;;;;;;;;;;;;;;;;
;; PAYBACK LISTS ;;
;;;;;;;;;;;;;;;;;;;

;;;;;;;EMPTY PAYBACK;;;;;;;
payback_list empty_payback
{
}


;;;;;;;POPE GENERIC PAYBACKS;;;;;;;;
payback_list pope_inquisition_only
{
	penalty
	{
		inquisition_chance	1.0	
	}
}

payback_list pope_excomm_only
{
	penalty
	{
		excommunication_chance	1.0
	}
}

payback_list pope_major_penalty_only
{
	penalty
	{
		null_payback	LARGE_PAPAL_STANDING_PENALTY
		excommunication_chance	0.05
		inquisition_chance	0.05
	}
}

payback_list pope_mod_penalty_only
{
	penalty
	{
		null_payback	MED_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_min_penalty_only
{
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_min_reward_only
{
	reward
	{
		null_payback	SMALL_PAPAL_STANDING_REWARD
		money		500
	}
}

payback_list pope_mod_reward_only
{
	reward
	{
		null_payback	MED_PAPAL_STANDING_REWARD
		money		1000
	}
}

payback_list pope_major_reward_only
{
	reward
	{
		null_payback	LARGE_PAPAL_STANDING_REWARD
		money		2000
	}
}

payback_list pope_min_penalty_min_reward
{
	reward
	{
		null_payback	SMALL_PAPAL_STANDING_REWARD
		money		500
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_min_penalty_mod_reward
{
	reward
	{
		null_payback	MED_PAPAL_STANDING_REWARD
		money		1000
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_mod_penalty_min_reward
{
	reward
	{
		null_payback	SMALL_PAPAL_STANDING_REWARD
		money		500
	}
	penalty
	{
		null_payback	MED_PAPAL_STANDING_PENALTY
	}
}

;;;;;;;;POPE GIVE ROME PAYBACKS;;;;;;;;;
payback_list pope_rome_major_penalty_only
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD
		null_payback	VNV_ADORED_BY_POPE		
	}
	penalty
	{
		null_payback	LARGE_PAPAL_STANDING_PENALTY
		excommunication_chance	0.05
		inquisition_chance	0.05
	}
}

payback_list pope_rome_mod_penalty_only
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD		
		null_payback	VNV_ADORED_BY_POPE
	}
	penalty
	{
		null_payback	MED_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_rome_min_penalty_only
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD		
		null_payback	VNV_ADORED_BY_POPE
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_rome_min_penalty_min_reward
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD
		money		500
		null_payback	VNV_ADORED_BY_POPE
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_rome_min_penalty_mod_reward
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD
		money		1000
		null_payback	VNV_ADORED_BY_POPE
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_rome_min_penalty_major_reward
{
	reward
	{
		null_payback	HUGE_PAPAL_STANDING_REWARD
		money		2000
		null_payback	VNV_ADORED_BY_POPE
		;null_payback	CHANCE_ANC_RELIC
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

;;;;;;;;;POPE CARDINAL PAYBACKS;;;;;;;;;
payback_list pope_cardinal_mod_penalty_only
{
	reward
	{
		null_payback	VNV_POPES_ENFORCER
	}
	penalty
	{
		null_payback	MED_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_cardinal_mod_penalty_min_reward
{
	reward
	{
		null_payback	SMALL_PAPAL_STANDING_REWARD
		money		500
		null_payback	VNV_POPES_ENFORCER
	}
	penalty
	{
		null_payback	MED_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_cardinal_min_penalty_min_reward
{
	reward
	{
		null_payback	SMALL_PAPAL_STANDING_REWARD
		money		500
		null_payback	VNV_POPES_ENFORCER
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_cardinal_min_penalty_only
{
	reward
	{
		null_payback	VNV_POPES_ENFORCER
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_cardinal_min_penalty_mod_reward
{
	reward
	{
		null_payback	MED_PAPAL_STANDING_REWARD
		money		1000
		null_payback	VNV_POPES_ENFORCER
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

payback_list pope_cardinal_mod_reward_only
{
	reward
	{
		null_payback	MED_PAPAL_STANDING_REWARD
		money		1000
		null_payback	VNV_POPES_ENFORCER
	}
}

payback_list pope_cardinal_major_reward_only
{
	reward
	{
		null_payback	LARGE_PAPAL_STANDING_REWARD
		money		2000
		null_payback	VNV_POPES_ENFORCER
		;null_payback	CHANCE_VNV_ADORED_BY_POPE
		;null_payback	CHANCE_ANC_RELIC
	}
}

payback_list pope_cardinal_min_penalty_major_reward
{
	reward
	{
		null_payback	LARGE_PAPAL_STANDING_REWARD
		money		2000
		null_payback	VNV_POPES_ENFORCER
		;null_payback	CHANCE_VNV_ADORED_BY_POPE
		;null_payback	CHANCE_ANC_RELIC
	}
	penalty
	{
		null_payback	SMALL_PAPAL_STANDING_PENALTY
	}
}

;;;;;;;;;;;POPE GIFT PAYBACKS;;;;;;;;;;;;

payback_list pope_min_reward_gift_only
{
	reward
	{
		money		500
	}
}

payback_list pope_mod_reward_gift_only
{
	reward
	{
		money		1000
	}
}

payback_list pope_major_reward_gift_only
{
	reward
	{
		money		2000
	}
}

;;;;;;;;;;;COUNCIL PAYBACKS;;;;;;;;;;;;;
payback_list council_min_income
{
	reward
	{
		money 500 ;income_percent 0.01
	}
}

payback_list council_mod_income
{
	reward
	{
		money 1000 ;income_percent 0.05
	}
}

payback_list council_major_income
{
	reward
	{
		money 2500 ;income_percent 0.1
	}
}

payback_list council_min_unit
{
	reward
	{
 		buildable_unit 		800	2
	}
}

payback_list council_mod_unit
{
	reward
	{
 		buildable_unit 		800	3
	}
}

payback_list council_mod_unit_best
{
	reward
	{
		best_buildable_unit	1200	3
	}
}

payback_list council_major_unit
{
	reward
	{
		best_buildable_unit	1200	4
	}
}

payback_list council_min_money
{
	reward
	{
		money	1000
	}
}

payback_list council_mod_money
{
	reward
	{
		money	2000
	}
}

payback_list council_major_money
{
	reward
	{
		money	3000
	}
}

;;;;;;;;;;;GUILD PAYBACKS;;;;;;;;;;;;
payback_list guild_build_church
{
	reward
	{
		null_payback	PLACE_OF_WORSHIP_REWARD
	}
}

payback_list guild_merchants_mod
{
	reward
	{
		null_payback	MOD_MERCHANTS_GUILD_POINTS_REWARD
		guild_money	200	merchants_guild
	}
	penalty
	{
		null_payback	MOD_MERCHANTS_GUILD_POINTS_PENALTY
	}
}

payback_list guild_merchants_min
{
	reward
	{
		null_payback	MIN_MERCHANTS_GUILD_POINTS_REWARD
		guild_money	100	merchants_guild
	}
	penalty
	{
		null_payback	MIN_MERCHANTS_GUILD_POINTS_PENALTY
	}
}

payback_list guild_thiefs_min
{
	reward
	{
		null_payback	MIN_THIEFS_GUILD_POINTS_REWARD			;ADD TEXT, GUILD POINTS
		guild_money	100	thiefs_guild
	}
	penalty
	{
		null_payback	MIN_THIEFS_GUILD_POINTS_PENALTY			;ADD TEXT, GUILD POINTS
	}
}

payback_list guild_theologians_min
{
	reward
	{
		null_payback	MIN_THEOLOGIANS_GUILD_POINTS_REWARD		;ADD TEXT, GUILD POINTS
		guild_money	100	theologians_guild
	}
	penalty
	{
		null_payback	MIN_THEOLOGIANS_GUILD_POINTS_PENALTY	;ADD TEXT, GUILD POINTS
	}
}


payback_list guild_explorers_major
{
	reward
	{
		null_payback	MAJOR_EXPLORERS_GUILD_POINTS_REWARD
		guild_money	300	explorers_guild
	}
	penalty
	{
		null_payback	MAJOR_EXPLORERS_GUILD_POINTS_PENALTY
	}
}

payback_list guild_assassin_payback
{
	reward
	{
		null_payback	MIN_ASSASSINS_GUILD_POINTS_REWARD
		guild_money	10	assassins_guild
		
	}
	penalty
	{
		assassination_chance	0.05
		null_payback	MIN_ASSASSINS_GUILD_POINTS_PENALTY
	}
}

;;;;;;;;;;FACTION PAYBACKS;;;;;;;;;;;
payback_list faction_regicide_payback
{
	reward
	{
		null_payback	FACTION_STANDING_REWARD		;TBD add standing increase via export_descr_faction_standing.txt
		money	5000
	}
	penalty
	{
		null_payback	FACTION_STANDING_PENALTY	;TBD add standing decrease via export_descr_faction_standing.txt
	}
}


;;;;;;;;;;;;;;;;;;;
;; POPE MISSIONS ;;
;;;;;;;;;;;;;;;;;;;

;;;******* tune exclude duration for all missions


mission	join_crusade
{
    POPE_MISSION
    image_path_issued	pope_mission_issued
    image_path_expired	pope_mission_expired
    image_path_success	pope_mission_success
    image_path_failed	pope_mission_failed
    duration 10
    score_modifier 1.0
    paybacks
    {
	papal_standing -0.4 	payback_id pope_major_penalty_only
	papal_standing -0.1	payback_id pope_mod_penalty_only
	papal_standing 0.4	payback_id pope_min_penalty_only
				payback_id pope_min_penalty_min_reward

    }

    leader_pfp_boundary -0.4		; upper bound for leader required to join
    heir_pfp_boundary 	-0.1		; upper bound for heir required to join
}


; chance of ai accepting = ai_accept_base_chance + (faction_standing_to_papacy * ai_accept_fs_modifier) + (global_standing * ai_accept_gs_modifier) + (num_settlements_owned * ai_sett_modifier)
mission	return_papal_settlement		; (NOT SUITABLE FOR VARIANTS) optional mission, duration is ignored, score = 1.0, difficulty = 1.0
{
    POPE_MISSION
    image_path_issued	pope_mission_issued
    image_path_success	pope_approval
    image_path_failed	pope_mission_failed
    duration 0
    score_modifier 1.0
    paybacks
    {
        papal_standing -0.7	payback_id pope_rome_major_penalty_only
        papal_standing -0.4	payback_id pope_rome_mod_penalty_only
        papal_standing -0.1	payback_id pope_rome_min_penalty_only
        papal_standing 0.1	payback_id pope_rome_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_rome_min_penalty_mod_reward
				payback_id pope_rome_min_penalty_major_reward
    }

    settlement Rome			; the id of the settlement belonging to the papal states
    ai_accept_base_chance 20.0		; base chance for ai accepting mission
    ai_accept_fs_modifier 80.0		; ai chance modifier for the papal standing with the ai faction.  i.e. the more they like the pope, the greater the chance
    ai_accept_gs_modifier 20.0		; ai chance modifier for the factions global standing.  i.e. the more tructed the faction, the higher chance to give back
    ai_min_settlements    3		; the minimum number of settlements an ai faction must have to accept
    ai_sett_modifier      5.0		; ai chance modifier for each settlement an ai faction has
}

; chance = popes_violence_attribute * -0.03 + (pfp_score_threshold - attackers_pfp)/8 + (defenders_pfp + 1)/8
; chance += settlement_score_offset (if target is a settlement)
; chance += default_settlement_score_offset (if targets default owner is attacker)
; chance += navy_score_offset (if a naval battle)
; chance += army_score_offset (if not a settlement or naval battle)
; chance += military_access_score_offset (if not a settlement or naval battle and target has miloitary access)
; chance += own_region_army_score_offset (if battle in attackers own region)
; chance *= ai_atacker_modifier (if attacker is ai)
; chance *= ai_human_defender_modifier (if defender is human)
; chance *= ai_papal_defender_modifier (if defender is papal states)
; chance += target_mission_offset (if target already has a cease hostilities mission against attacker)
mission	cease_hostilities ; (NOT SUITABLE FOR VARIANTS)
{
    POPE_MISSION
    image_path_issued	pope_mission_issued
    image_path_expired	pope_mission_expired
    image_path_success	pope_approval
    image_path_failed	pope_mission_failed
    duration 5
    score_modifier 0.8
    turn_start		3
    paybacks
    {
        papal_standing 0.2	payback_id pope_excomm_only
        papal_standing 0.6	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    difficulty_lower_pfp_bound      -2.0	; lower boundary for difficulty = 0.0
    difficulty_upper_pfp_bound      0.0		; upper boundary for difficulty = 1.0
    max_duration_modifier           3		; duration = duration + duration_modifier * (difficulty-0.5) * 2.0
    pfp_score_threshold             0.6		; adjusts score modifier by how much attackers pfp is below this
    settlement_score_offset         0.2		; percentage (0.0 -> 1.0) score modifier if attacking settlement
    army_score_offset               0.1		; percentage score modifier if attacking army
    own_region_army_score_offset    -2.0	; percentage score modifier if attacking army in own region (cumulative with army_score_offset)
    military_access_score_offset    2.0		; percentage score modifier if defending army has military access (cumulative with above)
    navy_score_offset               0.1		; percentage score modifier if attacking navy
    default_settlement_score_offset -0.3	; percentage score modifier if attacking settlement for which attacker is default owner (cumulative with settlement_score_offset)
    ai_attacker_modifier            1.0		; score *= modifier if attacking faction AI (score used for excommunication chance)
    ai_human_defender_modifier      1.0		; score *= modifier if attacking faction AI and defnder is human
    ai_papal_defender_modifier      5.0		; score *= modifier if attacking faction AI and defender papal states
    num_active_missions_modifier    1.0		; score = score / (1.0f * num_active_cease_hostilities missions * num_active_missions_modifier)
;   target_mission_offset           999.9       ; score += offset if target has a cease hostilities mission already against the attacker
}


mission	assassinate_cardinal
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 25
    score_modifier 1.2
    difficulty_threshold 0.4		; assassination mission marked as too difficult if chance of success <= 40%
    turn_start		3
    paybacks
    {
        papal_standing -0.7			payback_id pope_cardinal_mod_penalty_only	
        papal_standing -0.4	difficulty 0.6	payback_id pope_cardinal_mod_penalty_min_reward
        papal_standing 0.0			payback_id pope_cardinal_mod_penalty_only
        papal_standing 0.1	difficulty 0.6	payback_id pope_cardinal_min_penalty_min_reward
        papal_standing 0.1			payback_id pope_cardinal_min_penalty_only
        papal_standing 0.4	difficulty 0.6	payback_id pope_cardinal_min_penalty_mod_reward
        papal_standing 0.4			payback_id pope_cardinal_min_penalty_min_reward
        papal_standing 0.7	difficulty 0.6	payback_id pope_cardinal_mod_reward_only
        papal_standing 0.8			payback_id pope_cardinal_min_penalty_mod_reward
        			difficulty 0.6	payback_id pope_cardinal_major_reward_only
        					payback_id pope_cardinal_min_penalty_major_reward
    }

    papal_standing_boundary  -0.1	; used to exclude cardinal with higher papal standing and as the base for score calculation
}


mission	assassinate_witch_heretic
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 25
    score_modifier 1.2
    difficulty_threshold 0.4		; assassination mission marked as too difficult for easy setting or turn < 50, if chance of success <= 5%
    turn_start		3
    paybacks
    {
        papal_standing -0.4			payback_id pope_inquisition_only
        papal_standing -0.1	difficulty 0.6	payback_id pope_min_penalty_min_reward
        papal_standing -0.1			payback_id pope_min_penalty_only
        papal_standing 0.4	difficulty 0.6	payback_id pope_min_penalty_mod_reward
        papal_standing 0.4			payback_id pope_min_penalty_min_reward
						payback_id pope_mod_reward_only
    }
}


mission papal_blockade_port
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 40
    score_modifier 1.0
    max_score		100
    turn_start		3
    paybacks
    {
        papal_standing -0.7	payback_id pope_mod_penalty_only
        papal_standing -0.4	payback_id pope_mod_penalty_min_reward
        papal_standing 0.1	payback_id pope_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_min_penalty_mod_reward
				payback_id pope_mod_reward_only
    }

    num_turns_success       3		; num turns blockade must stand for success
  	min_turns_distance      0		; min search distance from ships and ports for a valid target
    max_turns_distance      3		; max search distance from ships and ports for a valid target
    excommunicated_modifier 5.0		; score modifier for excommunicated targets
    religion_modifiers
    {
        pagan                   0.0		; score modifier for pagan targets
        islam                   0.0		; score modifier for muslim targets
        catholic                1.0		; required for excommunicated factions
      	heretic                 0.0		; rebel factions
    }
}

mission papal_blockade_port blockade_heretic
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 40
    score_modifier 1.0
    max_score		100
    turn_start		3
    paybacks
    {
        papal_standing -0.7	payback_id pope_mod_penalty_only
        papal_standing -0.4	payback_id pope_mod_penalty_min_reward
        papal_standing 0.1	payback_id pope_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_min_penalty_mod_reward
				payback_id pope_mod_reward_only
    }

    num_turns_success       3		; num turns blockade must stand for success
  	min_turns_distance      0		; min search distance from ships and ports for a valid target
    max_turns_distance      3		; max search distance from ships and ports for a valid target
    excommunicated_modifier 1.0		; score modifier for excommunicated targets
    religion_modifiers
    {
        heretic                 3.0		; rebel factions
        pagan                   0.0		; score modifier for pagan targets
        islam                   0.0		; score modifier for muslim targets
        catholic                0.0		; required for excommunicated factions
    }
}

mission papal_blockade_port blockade_pagan
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 40
    score_modifier 1.0
    max_score		100
    turn_start		3
    paybacks
    {
        papal_standing -0.7	payback_id pope_mod_penalty_only
        papal_standing -0.4	payback_id pope_mod_penalty_min_reward
        papal_standing 0.1	payback_id pope_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_min_penalty_mod_reward
				payback_id pope_mod_reward_only
    }

    num_turns_success       3		; num turns blockade must stand for success
  	min_turns_distance      0		; min search distance from ships and ports for a valid target
    max_turns_distance      3		; max search distance from ships and ports for a valid target
    excommunicated_modifier 1.0		; score modifier for excommunicated targets
    religion_modifiers
    {
        heretic                 0.0		; rebel factions
        pagan                   3.0		; score modifier for pagan targets
        islam                   0.0		; score modifier for muslim targets
        catholic                0.0		; required for excommunicated factions
    }
}

mission papal_blockade_port blockade_islam
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 40
    score_modifier 1.0
    max_score		100
    turn_start		3
   paybacks
    {
        papal_standing -0.7	payback_id pope_mod_penalty_only
        papal_standing -0.4	payback_id pope_mod_penalty_min_reward
        papal_standing 0.1	payback_id pope_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_min_penalty_mod_reward
				payback_id pope_mod_reward_only
    }

    num_turns_success       3		; num turns blockade must stand for success
  	min_turns_distance      0		; min search distance from ships and ports for a valid target
    max_turns_distance      3		; max search distance from ships and ports for a valid target
    excommunicated_modifier 1.0		; score modifier for excommunicated targets
    religion_modifiers
    {
        heretic                 0.0		; required for excommunicated factions
        pagan                   0.0		; score modifier for pagan targets
        islam                   3.0		; score modifier for muslim targets
        catholic                0.0		; required for excommunicated factions
    }
}


mission break_alliance
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 30
    score_modifier 1.0
    paybacks
    {
        papal_standing -0.1	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    target_pfp_score_threshold  0.0	; modifies score by how much lower target is from this pfp
}


; script command format for papal_build_church:
; create_mission papal_build_church faction settlement
; (e.g. create_mission papal_build_church england London)


mission papal_build_church city_small_church
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    min_treasury  1000				; lower bound on current treasury for issue of this mission
    buildings { small_church }	; target building levels for mission
}

mission papal_build_church
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
     turn_start		3
   paybacks
    {
        papal_standing -0.1	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    min_treasury  2000				; lower bound on current treasury for issue of this mission
    buildings { church }	; target building levels for mission
}

mission papal_build_church city_abbey
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_min_penalty_min_reward
				payback_id pope_min_penalty_mod_reward
    }

    min_treasury  4000				; lower bound on current treasury for issue of this mission
    buildings { abbey }	; target building levels for mission
}

mission papal_build_church city_cathedral
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 30
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_min_penalty_min_reward
				payback_id pope_mod_reward_only
    }

    min_treasury  8000				; lower bound on current treasury for issue of this mission
    buildings { cathedral }	; target building levels for mission
}

mission papal_build_church city_huge_cathedral
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 10
    exclude_duration 30
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_min_penalty_mod_reward
				payback_id pope_major_reward_only
    }

    min_treasury  12000				; lower bound on current treasury for issue of this mission
    buildings { huge_cathedral }	; target building levels for mission
}

;;;; castle missions
mission papal_build_church castle_small_chapel
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    min_treasury  1000				; lower bound on current treasury for issue of this mission
    buildings { small_chapel }	; target building levels for mission
}

mission papal_build_church castle_chapel
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.1	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    min_treasury  2000				; lower bound on current treasury for issue of this mission
    buildings { chapel }	; target building levels for mission
}

mission convert
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 15
    exclude_duration 30
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.4	payback_id pope_mod_penalty_min_reward
        papal_standing 0.1	payback_id pope_min_penalty_min_reward
        papal_standing 0.4	payback_id pope_min_reward_only
				payback_id pope_mod_reward_only
    }

    religion_thresh			0.6	; threshold for catholic religion percent for possible issue of mission
    diff_pfp_lower_bound		-0.4	; lower bound for difficulty = 0.0
    diff_pfp_upper_bound		0.4	; upper bound for difficulty = 1.0
    target_religion_base_offset		0.08	; base target religion percent added to current religion level
    max_target_percent_modifier		0.05	; target = base + max_target_modifier*(diff-0.5)*2.0
    own_region_score_modifier		30.0	; score modifier for own region
    max_search_turns			5	; max search path for priests in selecting suitable target regions
}
;********* separate into difficulties -> rewards

mission gift_from_pope
{
    POPE_MISSION
    image_path_issued	pope_approval
    exclude_duration 30
    score_modifier 0.5
    turn_start		3
    paybacks
    {
        papal_standing 0.4	payback_id pope_min_reward_gift_only
        papal_standing 0.7	payback_id pope_mod_reward_gift_only
				payback_id pope_major_reward_gift_only
    }

    pfp_thresh		0.1		; threshold for possible issue of mission
}


mission give_cash
{
    POPE_MISSION
    image_path_issued	pope_approval
    exclude_duration 30
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.4	payback_id pope_mod_penalty_only
				payback_id pope_min_penalty_only
    }

    min_treasury		1000	; upper bound on current treasury for issue of this mission
    pfp_lower_boundary		-0.7	; lower bound for difficulty = 0.0
    pfp_upper_boundary		-0.1	; upper bound for difficulty = 1.0, also cutoff for possible issue of mission
    lower_boundary_income	0.15	; percent of income for difficulty = 0.0
    upper_boundary_income	0.05	; percent of income for difficulty = 1.0
}


mission give_ancillary
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    exclude_duration 30
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        papal_standing -0.7	payback_id pope_min_penalty_only
        papal_standing -0.1	payback_id pope_min_penalty_min_reward
				payback_id pope_min_penalty_mod_reward
    }

    ancillary_type		holy_relic	; the type of ancillaries mission is interested in
    pfp_upper_boundary		0.1		; upper bound for cutoff for possible issue of mission
}


mission recruit_priest
{
    POPE_MISSION
    image_path_issued	pope_mission
    image_path_expired	pope_disapproval
    image_path_success	pope_approval
    image_path_failed	pope_disapproval
    duration 5
    exclude_duration 25
    score_modifier 1.0
    turn_start		3
    paybacks
    {
	payback_id pope_min_penalty_min_reward
    }

    min_treasury		1000		; upper bound on current treasury for issue of this mission
    religion_thresh		0.95		; upper threshold for catholic religion percent for possible issue of mission
    settlement_priest_ratio	3.0		; min ratio for issue of mission
}



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; COUNCIL OF NOBLES MISSIONS ;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

mission	assassinate_general
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 25
    score_modifier 1.2
    difficulty_threshold 0.4		; assassination mission marked as too difficult if chance of success <= 40%
    turn_start		3
    paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }
   
    enemy_modifier	30.0
    own_region_modifier	50.0
    per_unit_modifier	4.0
;   character_type	named_character
}
;****** variations for other characters with different rewards

; mission	assassinate_general assassinate_captain
; {
;     COUNCIL_MISSION
;     duration 10
;     exclude_duration 20
;     score_modifier 0.8
;     difficulty_threshold 0.7		; assassination mission marked as too difficult if chance of success <= 40%
;     paybacks
;     {
; 	random 0.5	payback_id council_min_income
; 				payback_id council_min_unit
;     }
;    
;     enemy_modifier	30.0
;     own_region_modifier	30.0
;     per_unit_modifier	2.0
; ;   character_type	general
; }

mission council_blockade_port
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 40
    score_modifier 0.8
    max_score		100.0	; max score clamp
    turn_start		20
    paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }

    num_turns_success       3		; num turns blockade must stand for success
  	min_turns_distance      0		; min search distance from ships and ports for a valid target
    max_turns_distance      1		; max search distance from ships and ports for a valid target
}

;****** separate by min/max turns distance - different rewards

mission council_blockade_port blockade_moderate
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 40
    score_modifier 0.8
    max_score		100.0	; max score clamp
    turn_start		20
    paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }

    num_turns_success       2		; num turns blockade must stand for success
  	min_turns_distance      2		; min search distance from ships and ports for a valid target
    max_turns_distance      3		; max search distance from ships and ports for a valid target
}

mission council_blockade_port blockade_distant
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 40
    score_modifier 0.8
    max_score		100.0	; max score clamp
    turn_start		20
    paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }

    num_turns_success       1		; num turns blockade must stand for success
  	min_turns_distance      4		; min search distance from ships and ports for a valid target
    max_turns_distance      5		; max search distance from ships and ports for a valid target
}


mission	council_take_rebel_settlement
{
    COUNCIL_MISSION
    duration 15
    exclude_duration 20
    score_modifier 1.5
    max_score			300.0	; max score clamp
    paybacks
    {
	random 0.5	payback_id council_major_income
			payback_id council_major_unit
    }
   
    lower_diff_threshold	0.0	; threshold on sent faction strength/ settlement strength for difficulty = 0.0
    upper_diff_threshold	1.0	; threshold on sent faction strength/ settlement strength for difficulty = 1.0
    ratio_modifier		50.0	; modifies score (+) by ratio * modifier
    no_garrison_modifier	50.0	; modifies score (+) by modifier if garrison exists
}


mission	council_take_settlement
{
    COUNCIL_MISSION
    duration 15
    exclude_duration 25
    score_modifier 1.5
    max_score			200.0	; max score clamp
    turn_start			20
    paybacks
    {
	random 0.5	payback_id council_major_income
			payback_id council_major_unit
    }
   
    lower_diff_threshold	0.0	; threshold on sent faction strength/ settlement strength for difficulty = 0.0
    upper_diff_threshold	1.0	; threshold on sent faction strength/ settlement strength for difficulty = 1.0
    ratio_modifier		50.0	; modifies score (+) by ratio * modifier
    no_garrison_modifier	50.0	; modifies score (+) by modifier if garrison exists
}


mission gift_from_council
{
    COUNCIL_MISSION
    exclude_duration 20
    score_modifier 0.5
    max_score			100.0	; max score clamp
    turn_start		3
    paybacks
    {
	cash 0		payback_id council_major_money
	cash 10000	payback_id council_min_money
	cash 20000	payback_id council_mod_money
			payback_id council_major_money
    }

}


mission council_marry_princess
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 20
    score_modifier 1.0
    turn_start 30
    paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }

    max_loyalty			5	; only analyses generals with loyalty lower/equal than this
}
;****** variations for marriage missions

; mission council_marry_princess steal_general
; {
;     COUNCIL_MISSION
;     duration 10
;     exclude_duration 10
;     score_modifier 0.8
;     turn_start 30
;     paybacks
;     {
; 	random 0.33	payback_id council_mod_income
; 	random 0.5	payback_id council_mod_unit
; 			payback_id council_mod_unit_best
;     }

;     max_loyalty			3	; only analyses generals with loyalty lower/equal than this
; }


mission annex_settlement
{
    COUNCIL_MISSION
    duration 10
    exclude_duration 30
    score_modifier 0.8
    turn_start		3
   paybacks
    {
	random 0.33	payback_id council_mod_income
	random 0.5	payback_id council_mod_unit
			payback_id council_mod_unit_best
    }

    min_strength_balance	3.0	; minimum ratio of sent faction to target faction army strength for issue of mission
}


; score = (10.0 - turns distance) * 5.0 + (max agreements - num agreements) * 2.5
mission send_emissary
{
    COUNCIL_MISSION
    duration 5
    exclude_duration 20
    score_modifier 1.0
    turn_start		3
    paybacks
    {
        random 0.5	payback_id council_min_income
					payback_id council_min_unit
    }

    max_agreements		20						; modifies score inversely by max agreements
}


mission reinforce_region
{
    COUNCIL_MISSION
    duration 5
    exclude_duration 20
    score_modifier 0.8
    max_score			100.0					; max score clamp
    turn_start		3
    paybacks
    {
        random 0.5	payback_id council_min_income
			payback_id council_min_unit
    }

    garrison_strength		1000.0		; the max garrison stregth for possible issue of mission
}



;;;;;;;;;;;;;;;;;;;;
;; GUILD MISSIONS ;;
;;;;;;;;;;;;;;;;;;;;

mission	guild_take_settlement
{
    EXPLORERS_GUILD_MISSION
    duration 10
    exclude_duration 30
    score_modifier 1.0
    max_score			100.0			; max score clamp
    turn_start		3
    paybacks
    {
	payback_id guild_explorers_major
    }
   
    lower_diff_threshold	0.0			; threshold on sent faction strength/ settlement strength for difficulty = 0.0
    upper_diff_threshold	1.0			; threshold on sent faction strength/ settlement strength for difficulty = 1.0
    ratio_modifier		50.0			; modifies score (+) by ratio * modifier
    no_garrison_modifier	20.0			; modifies score (+) by modifier if garrison exists
    guild_handles		explorers_guild		; guilds required for this mission
    resource_type		atlantic		; name of resource region must have to be a target
}


mission guild_recruit_agent
{
    ASSASSINS_GUILD_MISSION
    duration 5
    exclude_duration 20
    score_modifier 0.8
    turn_start		3
    paybacks
    {
	payback_id guild_assassin_payback
    }

    min_treasury		1000						; lower bound on current treasury for issue of this mission
    settlement_agent_ratio	8.0						; min ratio for issue of mission
    agent_type			assassin					; what agent should be created
    guild_handles		assassins_guild, assassins_muslim_guild		; what guilds are required for this mission
}

mission guild_recruit_agent guild_recruit_spy
{
    THIEFS_GUILD_MISSION
    duration 5
    exclude_duration 20
    score_modifier 0.8
    turn_start		3
    paybacks
    {
	payback_id guild_thiefs_min
    }

    min_treasury		500						; lower bound on current treasury for issue of this mission
    settlement_agent_ratio	8.0						; min ratio for issue of mission
    agent_type			spy					; what agent should be created
    guild_handles		thiefs_guild			; what guilds are required for this mission
}

mission guild_recruit_agent guild_recruit_merchant
{
    MERCHANTS_GUILD_MISSION
    duration 5
    exclude_duration 20
    score_modifier 1.0
    turn_start		3
    paybacks
    {
	payback_id guild_merchants_min
    }

    min_treasury		1500						; lower bound on current treasury for issue of this mission
    settlement_agent_ratio	8.0						; min ratio for issue of mission
    agent_type			merchant					; what agent should be created
    guild_handles		merchants_guild		; what guilds are required for this mission
}

mission guild_recruit_agent guild_recruit_priest
{
    THEOLOGIANS_GUILD_MISSION
    duration 5
    exclude_duration 20
    score_modifier 0.8
    turn_start		3
    paybacks
    {
	payback_id guild_theologians_min
    }

    min_treasury		500						; lower bound on current treasury for issue of this mission
    settlement_agent_ratio	8.0						; min ratio for issue of mission
    agent_type			priest					; what agent should be created
    guild_handles		theologians_guild		; what guilds are required for this mission
}

; score = (target finance * chance of success * target modifier) + (trade value of targets resource for sent faction merchant * trade modifier) + (number of guilds of type * 5.0)
mission guild_acquisition
{
    MERCHANTS_GUILD_MISSION
    duration 10
    exclude_duration 25
    score_modifier 1.0
    max_score			100.0			; max score clamp
    turn_start		3
    paybacks
    {
	payback_id guild_merchants_mod
    }

    target_modifier		10.0			; score modifier per finance level of target merchant
    trade_modifier		0.5			; score modifier for trade value of resource target is on
    guild_handles		merchants_guild		; guilds required for this mission
}

; score = (10.0 - turns distance) * 5.0 + (max agreements - num agreements) * 2.5
mission guild_trade_agreement
{
    MERCHANTS_GUILD_MISSION
    duration 10
    exclude_duration 20
    score_modifier 1.0
    turn_start		3
    paybacks
    {
	payback_id guild_merchants_min
    }

    max_agreements		20			; modifies score inversely by max agreements
    guild_handles		merchants_guild		; what guilds are required for this mission
}


mission guild_build
{
    MASONS_GUILD_MISSION
    exclude_duration 30
    max_score			100.0					; max score clamp
    turn_start		3
    paybacks
    {
	payback_id guild_build_church
    }

    guild_handles		masons_guild				; guilds required for this mission
    buildings 			{ small_church, church, small_church_o, church_o, small_masjid, masjid }		; target building levels for mission
}



;;;;;;;;;;;;;;;;;;;;;;
;; FACTION MISSIONS ;;
;;;;;;;;;;;;;;;;;;;;;;


; score = (1.0 - diff) * 50 + stance modifier
mission regicide
{
    FACTION_MISSION
    duration 10
    exclude_duration 30
    score_modifier 3.0
    difficulty_threshold 0.3		; assassination mission marked as too difficult if chance of success <= 40%
    turn_start		3
    paybacks
    {
        payback_id faction_regicide_payback
    }
   
    max_loyalty		5		; max faction heir loyalty for issue of this mission
    neutral_modifier	50.0		; score += modifier if heir from neutral faction
    enemy_modifier	30.0		; score += modifier if heir from enemy faction
    ally_modifier	10.0		; score += modifier if heir from ally faction
}


;;;;;;;;;;;;;;;;;;;;
;; OTHER MISSIONS ;;
;;;;;;;;;;;;;;;;;;;;


mission crusade_active ; (NOT SUITABLE FOR VARIANTS)
{
    duration 0
    paybacks
    {
        payback_id empty_payback
    }

    eligible_religions
    {
        catholic
    }
}


mission jihad_active ; (NOT SUITABLE FOR VARIANTS)
{
    duration 0
    paybacks
    {
        payback_id empty_payback
    }

    eligible_religions
    {
        islam
    }
}
