private static bool CalculateEnemyPacification(PlayerEntity player, DFCareer.Skills languageSkill)
        {
            double chance = 0;

            if (languageSkill == DFCareer.Skills.Etiquette ||
                languageSkill == DFCareer.Skills.Streetwise)
            {
                chance += player.Skills.GetLiveSkillValue(languageSkill) - 20;
                chance += (player.Stats.LivePersonality - 55) / 3;
                chance += (player.Stats.LiveIntelligence - 55) / 3;
            }
            else
            {
                chance += player.Skills.GetLiveSkillValue(languageSkill);
                chance += (player.Stats.LivePersonality - 50) / 5;
            }
            chance += GameManager.Instance.WeaponManager.Sheathed ? 10 : -25;
            chance += (player.Stats.LiveLuck - 50) / 5;

            // Add chance from Comprehend Languages effect if present
            ComprehendLanguages languagesEffect = (ComprehendLanguages)GameManager.Instance.PlayerEffectManager.FindIncumbentEffect <ComprehendLanguages>();

            if (languagesEffect != null)
            {
                chance += languagesEffect.ChanceValue();
            }

            int  roll    = UnityEngine.Random.Range(0, 130);
            bool success = (roll < chance);

#if UNITY_EDITOR
            Debug.LogFormat("Archaeologists Pacification {3} using {0} skill: chance= {1}  roll= {2}", languageSkill, chance, roll, success ? "success" : "failure");
#endif
            return(success);
        }
        private static bool CalculateEnemyPacification(PlayerEntity player, DFCareer.Skills languageSkill)
        {
            double chance = 0;

            if (languageSkill == DFCareer.Skills.Etiquette ||
                languageSkill == DFCareer.Skills.Streetwise)
            {
                chance += player.Skills.GetLiveSkillValue(languageSkill) / 2;
                chance += player.Stats.LivePersonality / 2;
            }
            else
            {
                chance += player.Skills.GetLiveSkillValue(languageSkill);
                chance += (player.Stats.LivePersonality - 50) / 5;
            }
            chance += GameManager.Instance.WeaponManager.Sheathed ? 10 : -25;
            chance += (player.Stats.LiveLuck - 50) / 5;

            // Add chance from Comprehend Languages effect if present
            ComprehendLanguages languagesEffect = (ComprehendLanguages)GameManager.Instance.PlayerEffectManager.FindIncumbentEffect <ComprehendLanguages>();

            if (languagesEffect != null)
            {
                chance += languagesEffect.ChanceValue();
            }

            int  roll    = UnityEngine.Random.Range(0, 130);
            bool success = (roll < chance);

/*
 *          if (success)
 *              player.TallySkill(languageSkill, 3);    // Increased skill uses from (assumed) 1 in classic on success to make raising language skills easier
 *          else if (languageSkill != DFCareer.Skills.Etiquette && languageSkill != DFCareer.Skills.Streetwise)
 *              player.TallySkill(languageSkill, 1);
 */
            Debug.LogFormat("Archaeologists Pacification {3} using {0} skill: chance= {1}  roll= {2}", languageSkill, chance, roll, success ? "success" : "failure");
            return(success);
        }