Tidying up some stuff and penciling in men at arms

This commit is contained in:
edwardtheelbowhigh 2026-06-05 17:03:38 +01:00
parent e44a5f703d
commit 2536317502
22 changed files with 270 additions and 177 deletions

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@ -57,7 +57,8 @@ innovation_gunpowder = {
icon = @gunpowder_02
parameters = {
unlock_late_medieval_gunpowder_units = yes
unlock_handgunners = yes
unlock_bombards = yes
unlock_powder_magazines = yes
}
@ -72,7 +73,8 @@ innovation_gunpowder = {
icon = @fire_dragon
}
custom = unlock_siege_maa_fourth_level
#custom = unlock_siege_maa_fourth_level
#custom = unlock_handgunners_loc
flag = global_regular
flag = late_medieval_era_regular

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@ -24,6 +24,7 @@ innovation_british_arsenals = {
parameters = {
unlock_powder_magazines = yes
unlock_handgunners = yes
}
flag = early_medieval_era_regional
}

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@ -578,7 +578,7 @@ bombard = {
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
has_cultural_parameter = unlock_bombards
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
@ -615,12 +615,7 @@ handgunners = {
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = {
OR = {
has_innovation = innovation_british_arsenals
has_innovation = innovation_gunpowder
}
}
culture = { has_cultural_parameter = unlock_handgunners }
}
terrain_bonus = {

View file

@ -742,105 +742,21 @@ guides = {
icon = light_cavalry
}
cacadores = {
type = gunpowder
damage = 45
toughness = 14
pursuit = 10
screen = 0
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
valid_for_maa_trigger = { PARAMETER = unlock_maa_cacadores }
}
terrain_bonus = {
forest = { damage = 10 pursuit = 5 }
hills = { damage = 5 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 1
pikemen = 1
}
buy_cost = { gold = conrois_recruitment_cost }
low_maintenance_cost = { gold = conrois_low_maint_cost }
high_maintenance_cost = { gold = conrois_high_maint_cost }
provision_cost = @provisions_cost_infantry_bankrupting
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
stack = 100
icon = handgonne
}
almogavares = {
type = skirmishers
damage = 25
toughness = 12
pursuit = 20
screen = 15
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_almogavares }
}
terrain_bonus = {
desert = { damage = 10 }
hills = { damage = 5 }
mountains = { damage = 5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_skirmishers
}
stack = 100
icon = skirmishers
}
tercos = {
type = pikemen
damage = 40
toughness = 28
pursuit = 0
damage = 30
toughness = 34
pursuit = 5
screen = 5
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_almogavares }
}
terrain_bonus = {
hills = { damage = 5 toughness = 10 }
mountains = { damage = 5 toughness = 10 }
valid_for_maa_trigger = { PARAMETER = unlock_maa_tercos }
}
counters = {
heavy_infantry = 1
skrimishers = 1
light_cavalry = 1
heavy_cavalry = 1
}
@ -856,13 +772,50 @@ tercos = {
stack = 100
icon = skirmishers
icon = pikemen
}
espadachin = {
type = heavy_infantry
damage = 40
toughness = 28
pursuit = 10
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_espadachin }
}
terrain_bonus = {
hills = { damage = 5 toughness = 10 }
mountains = { damage = 5 toughness = 10 }
}
counters = {
heavy_infantry = 1
pikemen = 1
peasant_militia = 2
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_skirmishers
}
stack = 100
icon = heavy_infantry
}
lanceros = {
type = heavy_cavalry
damage = 80
damage = 100
toughness = 15
pursuit = 35
screen = 0
@ -879,13 +832,14 @@ lanceros = {
}
counters = {
archers = 1
skirmishers = 1
archers = 2
skirmishers = 2
peasant_militia = 1
chemical_weapons = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_cuirassiers }
valid_for_maa_trigger = { PARAMETER = unlock_maa_lanceros}
}
winter_bonus = {
@ -901,4 +855,145 @@ lanceros = {
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 35 ] }
icon = heavy_cavalry
}
stadswacht = {
type = pikemen
damage = 38
toughness = 40
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
}
counters = {
heavy_infantry = 1
light_cavalry = 1
heavy_cavalry = 1
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_skirmishers
}
stack = 100
icon = pikemen
}
blauwegarde = {
type = pikemen
damage = 38
toughness = 40
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
}
counters = {
heavy_infantry = 1
light_cavalry = 1
heavy_cavalry = 1
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_skirmishers
}
stack = 100
icon = pikemen
}
rodelansier = {
type = heavy_cavalry
damage = 38
toughness = 40
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_rodelansier }
}
counters = {
skirmishers = 1
chemical_weapons = 1
heavy_infantry = 1
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_skirmishers
}
stack = 100
icon = pikemen
}
karabiniers = {
type = gun_cavalry
damage = 60
toughness = 15
pursuit = 25
screen = 15
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
mountains = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
heavy_infantry = 1
chemical_weapons = 1
heavy_cavalry = 1
}
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_maa_karabiniers }
}
buy_cost = { gold = horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 60 #I mean... they're horse archers
}
illustration = {
reference = horse_gunmen_ill
}
icon = horse_gunmen
}

View file

@ -1364,7 +1364,7 @@ default_coastal_sea=coastal_sea
1647=forest
1648=hills
1649=plains
1650=forest
1650=tells
1651=tells
1652=plains
1653=forest
@ -2015,7 +2015,7 @@ default_coastal_sea=coastal_sea
2298=mountains
2299=plains
2300=forest
2301=plains
2301=tells
2302=hills
2303=forest
2304=plains