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
}
}

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@ -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.