Bandits and Byzantines

This commit is contained in:
Heidesommer 2026-05-10 14:30:53 -04:00
parent c2c050875c
commit 1022920a59
18 changed files with 540 additions and 244 deletions

View file

@ -188,6 +188,7 @@ NEOW_peloponnesian = {
tradition_fp1_the_right_to_prove
tradition_stand_and_fight
tradition_mountain_homes
tradition_romanticised_banditry
}
name_list = name_list_greek

View file

@ -135,6 +135,7 @@ NEOW_slovak = {
tradition_equitable
tradition_loyal_soldiers
tradition_wine_culture
tradition_romanticised_banditry
}
name_list = name_list_slovien
@ -258,6 +259,7 @@ goral = {
traditions = {
tradition_mountaineer_ruralism
tradition_zealous_people
tradition_romanticised_banditry
}
dlc_tradition = {
trait = tradition_fp2_malleable_subjects

View file

@ -1026,7 +1026,7 @@ tradition_midnight_herders = {
layers = {
0 = steward
2 = western
1 = western
4 = horses.dds
}
@ -1132,3 +1132,61 @@ tradition_midnight_herders = {
}
}
}
tradition_romanticised_banditry = { # romanticized banditry
category = societal
layers = {
0 = martial
1 = mediterranean
4 = fierce_independence.dds
}
is_shown = {
OR = {
has_cultural_pillar = heritage_greek
this = culture:goral
any_parent_culture_or_above = {
OR = {
this = culture:goral
}
}
}
}
parameters = {
banditry_gives_bonuses = yes
more_likely_to_leave_court = yes
unlocks_contract_assistance = yes
unlock_voluntary_laampdom = yes
more_likely_to_be_laamps = yes
}
character_modifier = {
}
county_modifier = {
development_growth_factor = -0.1
monthly_county_control_growth_factor = -0.1
}
province_modifier = {
travel_danger = 5
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}

View file

@ -537,186 +537,186 @@ struggle_iberia_ending_conciliation_decision = {
ai_will_do = { base = 100 }
}
###################################
# Secure the Mediterranean
# By Hugo Cortell
###################################
### Secure The Mediterranean ###
secure_mediterranean_decision = {
title = fp2_secure_mediterranean.t
picture = {
reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
}
desc = fp2_secure_mediterranean.desc
decision_group_type = major
selection_tooltip = fp2_secure_mediterranean.tip
sort_order = 50
is_shown = {
# DLC check
has_fp2_dlc_trigger = yes
# Standard checks
is_playable_character = yes
exists = dynasty
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_secured_the_mediterranean
}
}
OR = {
completely_controls = title:d_sardinia
completely_controls = title:d_sicily
AND = {
completely_controls = title:d_mallorca
completely_controls = title:d_corsica
}
}
}
is_valid = {
completely_controls = title:d_mallorca
completely_controls = title:d_sardinia
completely_controls = title:d_corsica
completely_controls = title:d_sicily
}
is_valid_showing_failures_only = {
is_landed = yes
}
effect = {
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_secured_the_mediterranean
}
# LOC
root = {
save_scope_as = mediterranean_conqueror
house = { save_scope_as = mediterranean_house }
}
title:d_mallorca = { save_scope_as = mallorca }
title:d_sardinia = { save_scope_as = sardinas }
title:d_sicily = { save_scope_as = sicily }
title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
every_player = {
limit = {
this != ROOT
any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
}
send_interface_message = {
type = event_generic_bad_with_text
title = secure_mediterranean_decision.involved_notif
desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
left_icon = scope:mediterranean_conqueror
show_as_tooltip = {
scope:mediterranean_conqueror = {
house = {
add_house_modifier = {
modifier = fp2_controls_the_mediterranean_house_modifier
years = 100
}
}
dynasty = { add_dynasty_prestige = major_prestige_gain }
}
}
}
}
house = {
add_house_modifier = {
modifier = fp2_controls_the_mediterranean_house_modifier
years = 100
}
}
dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
custom_tooltip = secure_mediterranean_decision.a
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = yes
}
title:k_mediterranean_sea = {
change_title_holder = {
holder = root
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
hidden_effect = {
title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
trigger_event = iberia_north_africa.2105
}
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = major_gold_value
multiply = 1.5
round = yes
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = major_gold_value
multiply = 1.5
round = yes
}
}
prestige = {
value = major_prestige_gain
multiply = 3
round = yes
}
}
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 730
empire = 730
hegemony = 730
}
ai_potential = {
is_ruler = yes
short_term_gold >= {
value = major_gold_value
multiply = 1.5
round = yes
}
prestige >= {
value = major_prestige_gain
multiply = 3
round = yes
}
}
ai_will_do = {
base = 80
}
}
####################################
## Secure the Mediterranean
## By Hugo Cortell
####################################
#### Secure The Mediterranean ###
#secure_mediterranean_decision = {
# title = fp2_secure_mediterranean.t
# picture = {
# reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
# }
# desc = fp2_secure_mediterranean.desc
# decision_group_type = major
#
# selection_tooltip = fp2_secure_mediterranean.tip
# sort_order = 50
#
# is_shown = {
# # DLC check
# has_fp2_dlc_trigger = yes
# # Standard checks
# is_playable_character = yes
# exists = dynasty
# NOT = {
# is_target_in_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_secured_the_mediterranean
# }
# }
#
# OR = {
# completely_controls = title:d_sardinia
# completely_controls = title:d_sicily
# AND = {
# completely_controls = title:d_mallorca
# completely_controls = title:d_corsica
# }
# }
# }
#
# is_valid = {
# completely_controls = title:d_mallorca
# completely_controls = title:d_sardinia
# completely_controls = title:d_corsica
# completely_controls = title:d_sicily
# }
#
# is_valid_showing_failures_only = {
# is_landed = yes
# }
#
# effect = {
# add_to_global_variable_list = {
# name = unavailable_unique_decisions
# target = flag:flag_secured_the_mediterranean
# }
#
# # LOC
# root = {
# save_scope_as = mediterranean_conqueror
# house = { save_scope_as = mediterranean_house }
# }
# title:d_mallorca = { save_scope_as = mallorca }
# title:d_sardinia = { save_scope_as = sardinas }
# title:d_sicily = { save_scope_as = sicily }
# title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
#
# every_player = {
# limit = {
# this != ROOT
# any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
# }
# send_interface_message = {
# type = event_generic_bad_with_text
# title = secure_mediterranean_decision.involved_notif
# desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
# left_icon = scope:mediterranean_conqueror
#
# show_as_tooltip = {
# scope:mediterranean_conqueror = {
# house = {
# add_house_modifier = {
# modifier = fp2_controls_the_mediterranean_house_modifier
# years = 100
# }
# }
# dynasty = { add_dynasty_prestige = major_prestige_gain }
# }
# }
# }
# }
#
# house = {
# add_house_modifier = {
# modifier = fp2_controls_the_mediterranean_house_modifier
# years = 100
# }
# }
# dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
# custom_tooltip = secure_mediterranean_decision.a
#
# create_title_and_vassal_change = {
# type = created
# save_scope_as = title_change
# add_claim_on_loss = yes
# }
# title:k_mediterranean_sea = {
# change_title_holder = {
# holder = root
# change = scope:title_change
# }
# }
# resolve_title_and_vassal_change = scope:title_change
# title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
# title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
# title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
# title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
#
# hidden_effect = {
# title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
# trigger_event = iberia_north_africa.2105
# }
# }
#
# cost = {
# gold = {
# value = 0
# if = {
# limit = {
# has_treasury = no
# }
# add = major_gold_value
# multiply = 1.5
# round = yes
# }
# }
# treasury = {
# value = 0
# if = {
# limit = {
# has_treasury = yes
# }
# add = major_gold_value
# multiply = 1.5
# round = yes
# }
# }
# prestige = {
# value = major_prestige_gain
# multiply = 3
# round = yes
# }
# }
#
# ai_check_interval_by_tier = {
# barony = 0
# county = 0
# duchy = 0
# kingdom = 730
# empire = 730
# hegemony = 730
# }
#
# ai_potential = {
# is_ruler = yes
# short_term_gold >= {
# value = major_gold_value
# multiply = 1.5
# round = yes
# }
# prestige >= {
# value = major_prestige_gain
# multiply = 3
# round = yes
# }
# }
#
# ai_will_do = {
# base = 80
# }
#}
#############################################
# Eat a Cheese

View file

@ -11685,6 +11685,13 @@ gallowsbait = {
same_opinion = 50
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 10
legitimacy_gain_mult = 0.25
legitimacy_loss_mult = -0.25
}
desc = {
first_valid = {
triggered_desc = {
@ -11705,29 +11712,66 @@ gallowsbait = {
general_opinion = -2
courtier_and_guest_opinion = 2
martial = 1
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 2
prowess = 1
hills_advantage = 1
mountains_advantage = 1
monthly_prestige_gain_mult = 0.01
}
}
40 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 2
hills_advantage = 1
mountains_advantage = 1
monthly_prestige_gain_mult = 0.01
}
}
60 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -2
courtier_and_guest_opinion = 2
martial = 1
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 2
hills_advantage = 1
mountains_advantage = 1
monthly_prestige_gain_mult = 0.01
}
}
80 = {
barons_and_minor_landholders_opinion = -5
general_opinion = -5
courtier_and_guest_opinion = 5
monthly_prestige_gain_per_dread_add = 0.01
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 2
hills_advantage = 1
mountains_advantage = 1
monthly_prestige_gain_mult = 0.01
}
}
100 = {
barons_and_minor_landholders_opinion = -10
general_opinion = -10
courtier_and_guest_opinion = 10
monthly_prestige_gain_per_dread_add = 0.01
culture_modifier = {
parameter = banditry_gives_bonuses
same_culture_opinion = 2
prowess = 1
hills_advantage = 1
mountains_advantage = 1
monthly_prestige_gain_mult = 0.01
}
}
}
# Con artistry, huckstering, etc.

View file

@ -1,4 +1,4 @@
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game_object_locator={
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render_pass=Map
clamp_to_water_level=no
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position={ 2085.442139 0.000000 2712.518066 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12333
position={ 0.000000 0.000000 0.000000 }
position={ 2103.264404 0.000000 2743.061279 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12334
position={ 0.000000 0.000000 0.000000 }
position={ 2058.000000 0.000000 2792.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12335
position={ 0.000000 0.000000 0.000000 }
position={ 2047.561523 0.000000 2817.025146 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}

View file

@ -68221,67 +68221,67 @@
}
{
id=12325
position={ 3.000000 0.000000 0.000000 }
position={ 2164.810547 0.000000 2390.536865 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12326
position={ 3.000000 0.000000 0.000000 }
position={ 2167.037598 0.000000 2370.273438 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12327
position={ 3.000000 0.000000 0.000000 }
position={ 2151.433838 0.000000 2362.516846 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12328
position={ 3.000000 0.000000 0.000000 }
position={ 2220.759521 0.000000 2271.970703 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12329
position={ 3.000000 0.000000 0.000000 }
position={ 2309.675781 0.000000 2193.453613 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12330
position={ 3.000000 0.000000 0.000000 }
position={ 2217.391357 0.000000 2213.428223 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12331
position={ 3.000000 0.000000 0.000000 }
position={ 2267.911133 0.000000 2230.046631 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12332
position={ 3.000000 0.000000 0.000000 }
position={ 2088.442139 0.000000 2712.518066 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12333
position={ 3.000000 0.000000 0.000000 }
position={ 2106.264404 0.000000 2743.061279 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12334
position={ 3.000000 0.000000 0.000000 }
position={ 2068.857422 0.000000 2803.399902 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12335
position={ 3.000000 0.000000 0.000000 }
position={ 2050.561523 0.000000 2817.025146 }
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}

View file

@ -64973,6 +64973,72 @@ game_object_locator={
rotation={ -0.000000 -0.134782 -0.000000 -0.990875 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12325
position={ 2163.000000 0.000000 2390.000000 }
rotation={ -0.000000 -0.987597 -0.000000 0.157013 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12326
position={ 2171.000000 0.000000 2362.000000 }
rotation={ -0.000000 -0.110778 -0.000000 -0.993845 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12327
position={ 2157.000000 0.000000 2357.000000 }
rotation={ -0.000000 -0.908579 -0.000000 0.417712 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12328
position={ 2219.000000 0.000000 2271.000000 }
rotation={ -0.000000 -0.688511 -0.000000 -0.725226 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12329
position={ 2304.000000 0.000000 2191.000000 }
rotation={ -0.000000 -0.281626 -0.000000 0.959524 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12330
position={ 2213.000000 0.000000 2212.000000 }
rotation={ -0.000000 -0.715077 -0.000000 -0.699046 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12331
position={ 2261.000000 0.000000 2223.000000 }
rotation={ -0.000000 -0.754782 -0.000000 0.655975 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12332
position={ 2084.000000 0.000000 2713.000000 }
rotation={ -0.000000 -0.940512 -0.000000 0.339759 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12333
position={ 2102.000000 0.000000 2741.000000 }
rotation={ -0.000000 -0.988946 -0.000000 0.148275 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12334
position={ 2060.000000 0.000000 2796.000000 }
rotation={ -0.000000 -0.593636 -0.000000 -0.804734 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12335
position={ 2049.000000 0.000000 2816.000000 }
rotation={ -0.000000 -0.237407 -0.000000 0.971410 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=12336
position={ 2861.000000 0.000000 2787.000000 }
@ -69743,12 +69809,6 @@ game_object_locator={
rotation={ -0.000000 -0.939101 -0.000000 0.343642 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13518
position={ 6697.000000 0.000000 2577.000000 }
rotation={ -0.000000 -0.024746 -0.000000 0.999694 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13519
position={ 6759.000000 0.000000 2930.000000 }

View file

@ -48,4 +48,9 @@
tradition_midnight_herders_name:0 "Midnight Herders"
tradition_midnight_herders_desc:1 "This culture has made their home in the far north, raising great herds of reindeer on the frozen tundra."
culture_in_taiga_desc:0 "The [culture|E] does not have #V 40%#! of its [counties|E] in Taiga[terrain|E]"
culture_parameter_taiga_wetland_pastures_allowed:0 "The [GetBuilding('pastures_01').GetTypeName|V] line of [buildings|E] may be built in [GetTerrain( 'taiga' ).GetName] and [GetTerrain( 'wetlands' ).GetName]"
culture_parameter_taiga_wetland_pastures_allowed:0 "The [GetBuilding('pastures_01').GetTypeName|V] line of [buildings|E] may be built in [GetTerrain( 'taiga' ).GetName] and [GetTerrain( 'wetlands' ).GetName]"
#
tradition_romanticised_banditry_name:0 "Romanticised Banditry"
tradition_romanticised_banditry_desc:1 "This culture celebrates the exploits of mountain outlaws and rebel bands who thrive beyond the reach of kings. Their songs glorify daring raids, hidden strongholds, and lives spent resisting foreign masters and oppressive rulers alike. To many here, a clever brigand is worth more than a dutiful noble."
culture_parameter_banditry_gives_bonuses:0 "The #EMP Bandit# $game_concept_trait_level_track$ of the [GetTrait('gallowsbait').GetName( GetNullCharacter )] [fame_trait|E] gives bonuses."

View file

@ -824,10 +824,11 @@ material_woods_pine_and_fir = {
world_siberia
world_asia_north_east
}
kingdoms = {
k_austria k_bavaria k_tirol
}
duchies = {
d_western_isles d_galloway
d_bavaria d_nordgau d_salzburg d_augsburg d_steyermark d_lower_austria d_upper_austria d_tyrol d_carinthia
d_bohemia d_krusnohori d_severovychodni_cechy d_moravia
}
}
@ -925,6 +926,7 @@ material_woods_cherry = {
world_burma
world_india
world_tibet
world_europe_west
}
}
@ -1710,6 +1712,10 @@ custom_northern_england = {
}
custom_slavia = {
empires = {
e_visegrad
e_yugoslavia
}
duchies = {
#Poland
d_lubusz d_lesser_poland d_podlachia d_lubelia d_wielkopolska d_mazovia d_upper_silesia d_lower_silesia d_imperial_silesia d_kuyavia

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map_data/packed_heightmap.png (Stored with Git LFS)

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map_data/provinces.png (Stored with Git LFS)

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map_data/rivers.png (Stored with Git LFS)

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