fixes
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6 changed files with 18315 additions and 3 deletions
4666
common/domiciles/buildings/00_camp_buildings.txt
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4666
common/domiciles/buildings/00_camp_buildings.txt
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11748
common/domiciles/buildings/00_estate_buildings.txt
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11748
common/domiciles/buildings/00_estate_buildings.txt
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161
common/domiciles/buildings/_domicile_buildings.info
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161
common/domiciles/buildings/_domicile_buildings.info
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@ -0,0 +1,161 @@
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### Brief: <key> ( database key )
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# Flavor text description of building defaults to
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# "<key>_domicile_building_desc".
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#
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# All buildings automatically inherit the character modifiers of its
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# previous buildings of the same track
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#
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<key> = {
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### Brief: can_construct ( trigger )
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# Is the scoped owner able to construct this building?
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#
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# Supported scopes:
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# root ( Character )
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#
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can_construct = {
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<triggers>
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}
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### Brief: on_start/on_cancelled/on_completed ( effect )
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# Effects fired when construction begins, is cancelled or finishes.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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on_start/on_cancelled/on_complete = { }
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# How many days it takes to construct the building
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# Note: Affected by modifiers 'build_speed' and 'domicile_build_speed'
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construction_time = 720
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### Brief: parameters ( parameter list )
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# Arbitrary parameters that can be checked with the trigger
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# 'has_domicile_parameter'
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#
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# Note: The above trigger just checks for existence, so it does not
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# matter if the value is set to 'yes' or 'no'.
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#
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# Parameters are not inherited from previous_building and has to be
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# repeated to not get lost on upgrading.
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#
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parameters = {
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some_parameter = yes
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}
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### Brief: slot_type ( parameter list )
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# This building may only be constructed in selected slot type
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#
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# Internal slots cannot be base buildings and requires a previous
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# building. They may only be constructed within a main or external
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# building.
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#
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# If slot type is 'main' and it doesn't have a previous building,
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# it will automatically be constructed on start
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#
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# Slot types are: 'main', 'external' or 'internal'.
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# Default type is 'external'
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#
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slot_type = external
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### Brief: internal_slots ( int32 )
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# Set the amount of unlocked internal building slots this building
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# has.
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#
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# Default is 0
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#
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internal_slots = 0
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### Brief: allowed_domicile_types ( list of database key )
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# List the domicile types which can build this building.
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#
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# UNSET WILL NOT SHOW UP!
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#
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allowed_domicile_types = {
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<key>
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<key>
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}
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### Brief: previous_building ( database key )
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# If the 'previous_building'-statement is missing, this building
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# will be treated as a base building meaning the first tier of a
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# potentional chain of building upgrades.
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#
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# To define an upgrade, type the key name of the building before
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# it, marking this building as it's upgrade.
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#
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# A building will get diverging upgrade paths if two upgrades has
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# the same 'previous_building'-key
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#
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previous_building = <key>
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### Brief: cost ( scripted cost )
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# How much does this building cost?
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#
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# Ex: { gold = 500, prestige = 100 }
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#
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cost = {
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<scripted_cost>
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}
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### Brief: character_modifier ( modifiers )
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# Modifiers applied to the Domicile owner of this building.
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# Ex: { county_opinion_add = 2, stress_loss_mult = 0.15 }
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#
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# Note: Please do not use holdings monthly_income, etc..!
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# Instead use: domicile_monthly_gold_add or
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# domicile_monthly_gold_mult (same for: _prestige / _piety /
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# _influence )
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#
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character_modifier = {
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<modifier>
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}
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### Brief: ai_value ( script value )
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# How desirable is the building for the AI. Evaluated alongside
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# regular buildings.
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#
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# Available scopes:
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# root -- Domicile it is built in
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# scope:owner -- Owner of the Domicile
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#
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ai_value = {
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value = 100
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}
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### Brief: asset ( asset definition )
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# Which asset does the building use
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#
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asset = {
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### Brief: trigger ( trigger )
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# Trigger for scoped domicile when to pick this asset over
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# another, remove it to always pick this asset
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#
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trigger = { ... }
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### Brief: icon ( string path )
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# Building icon used in UI
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#
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icon = "path/to/image.dds"
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### Brief: texture ( string path )
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# Path to texture shown in the domicile window
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#
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texture = "path/to/image.dds"
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### Brief: intersectionmask_texture ( string path )
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# Mask used with texture
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#
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intersectionmask_texture = "path/to/mask.png"
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### Brief: soundeffect ( string soundbank reference )
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# Associated sound effect. Supports soundparameters where they
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# will be automatically appended based on building's current
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# tier: soundparameter = { "Tier" = 1 }
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#
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soundeffect = "event:/DLC/EP2/SFX/UI/Grand_Activity/Tournaments/ep2_ui_grand_tournament_farrier"
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}
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}
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1602
common/domiciles/types/00_domicile_types.txt
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1602
common/domiciles/types/00_domicile_types.txt
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132
common/domiciles/types/_domicile_types.info
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132
common/domiciles/types/_domicile_types.info
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@ -0,0 +1,132 @@
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domicile_type = {
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# Is this domicile type allowed for character
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# root = character
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allowed_for_character = {
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<triggers>
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}
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# Shortcut to rename the domicile window
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# Rename windows are: 'primary_title' or 'house'. Default type is 'none'
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rename_window = none
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# Texture used in the realm tab access
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illustration = "path/to/image.dds"
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# Flat icon texture representing the domicile type in various places
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icon = "path/to/image.dds"
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# Texture for map pin
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map_pin_texture = "path/to/image.dds"
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# Where to anchor the domicile map pin in relation to it's province
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# Anchor types are: 'up' or 'right'. Default type is 'right'
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map_pin_anchor = right
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# Will this domicile show up in the game lobby
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map_pin_lobby = yes
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# Does this domicile manage the provisions resource
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# Domiciles that use provisions travel to a new location, otherwise it's moved instantly
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provisions = no
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# After moving the domicile, how many days before you can move again?
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# days/weeks/months/years = X
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move_cooldown = { days = 7 }
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# How much does it cost to move the domicile? Ex: { gold = 500, prestige = 100 }
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move_cost = {
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<scripted_cost>
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}
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# Modifier applied to the domicile owner when disliked by the majority of their court
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# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
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domicile_temperament_low_modifier = {}
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# Modifier applied to the domicile owner when liked by the majority of their court
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# Can take a "scale" parameter to scale by (a script value; see _script_values.info)
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domicile_temperament_high_modifier = {}
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# How many unlocked external building slots domicile starts out with
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base_external_slots = 2
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# List all available main and external slots, they will be unlocked in order of appearance here
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# Note: Internal slots are handled separately by the buildings themselves
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# Layering of slots (in front/behind) matches order of definition
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domicile_building_slots = {
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main_slot = { # any name you want
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# Set what domicile building may be constructed here based on their slot type
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# Types are: 'main' or 'external'. The 'internal' slot type is handled within the buildings themselves
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# Main buildings without a previous building will attempt to be constructed automatically in found main slots
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# Default type is 'external'
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slot_type = main
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# Building position in the domicile window, supports both % and direct values
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position = { ... }
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# Size of buildings placed in this slot, supports both % and direct values
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size = { ... }
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# Define assets used when slot is empty, will pick first valid match
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empty_slot_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Building icon used in UI
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icon = "path/to/image.dds"
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# Path to texture shown in the domicile window
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texture = "path/to/image.dds"
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# Mask used with texture
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intersectionmask_texture = "path/to/mask.png"
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}
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# Define assets used when building is under construction in this slot, will pick first valid match
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construction_slot_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Building icon used in UI
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icon = "path/to/image.dds"
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# Path to texture shown in the domicile window
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texture = "path/to/image.dds"
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# Mask used with texture
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intersectionmask_texture = "path/to/mask.png"
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}
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}
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external_slot_1 = { # any name you want
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...
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}
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}
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# What background assets does the domicile use, will pick first valid match
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domicile_asset = {
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# Trigger for scoped domicile when to pick this asset over another, remove trigger part to always pick this asset
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trigger = { ... }
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# Path to background texture shown in the domicile window
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background = "path/to/image.dds"
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# Path to foreground texture shown in the front of domicile window
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foreground = "path/to/image.dds"
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# Path to ambience sound
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ambience = "path/to/ambience"
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}
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# Map entity for the domicile, multiple can be read in, first one is picked from order they are read in.
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#
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# If the location of the domicile has no holding, it takes the place of the holding (on the 'Buildings' locator).
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# Else they will be placed on the 'Activity' locator, but only if there is nothing there at that time.
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map_entity = {
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# root = the domicile
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# scope:owner = domicile owner
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trigger = {
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<triggers>
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}
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reference = "name" # Entity name
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}
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map_entity = "name" # Short hand for a single constant entity name
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}
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@ -20,7 +20,7 @@
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administrative_themes = {
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display_mode = radiobutton
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is_shown = {
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scope:vassal.primary_title.tier >= tier_duchy
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scope:vassal.primary_title.tier >= tier_county
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}
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obligation_levels = {
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admin_theme_balanced = {
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@ -89,9 +89,9 @@ administrative_themes = {
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tax_factor = 0.5
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vassal_modifier = {
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city_holding_build_speed = -0.15
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city_holding_build_gold_cost = -0.15
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development_growth_factor = 0.2
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build_gold_cost = -0.1
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build_speed = -0.1
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men_at_arms_title_limit = -2
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men_at_arms_title_cap = -2
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}
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@ -143,6 +143,9 @@ administrative_themes = {
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levies_factor = 0.75
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vassal_modifier = {
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levy_size = 0.1
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castle_holding_build_speed = -0.15
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castle_holding_build_gold_cost = -0.15
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development_growth_factor = -0.25
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monthly_county_control_growth_factor = 0.1
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maa_damage_mult = 0.1
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