This commit is contained in:
Heidesommer 2026-05-29 01:14:42 -04:00
parent 0e3ed408cd
commit 2eeec6f60b
7 changed files with 2116 additions and 19 deletions

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#k_england = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# coa_england_switches_to_france_coa_trigger = yes
# }
# coat_of_arms = k_england_france
# }
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = k_england_norman
# }
#}
#
#e_north_sea = {
# item = {
# trigger = {
# holder = title:k_denmark.holder
# }
# coat_of_arms = e_north_sea
# }
# item = {
# trigger = {
# holder = title:k_norway.holder
# }
# coat_of_arms = e_north_sea_norway
# }
# item = {
# trigger = {
# holder = title:k_england.holder
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = e_north_sea_england_normandy
# }
# item = {
# trigger = {
# OR = {
# AND = {
# holder = title:k_england.holder
# exists = global_var:danelaw_became_england
# }
# holder = title:k_daneland.holder
# }
# }
# coat_of_arms = e_north_sea_england_danelaw
# }
# item = {
# trigger = {
# holder = title:k_england.holder
# }
# coat_of_arms = e_north_sea_england_wessex
# }
#}
#
##FP2
#
#e_spain = {
# item = {
# trigger = {
# OR = {
# holder.faith.religion = religion:islam_religion
# holder.culture = {
# OR = {
# has_coa_gfx = arabic_group_coa_gfx
# has_coa_gfx = berber_group_coa_gfx
# }
# }
# }
# }
# coat_of_arms = e_spain_islamic
# }
#}
#
#k_viet = {
# item = {
# trigger = {
# holder.top_liege.culture = {
# has_cultural_pillar = heritage_chinese
# }
# }
# coat_of_arms = k_viet
# }
# item = {
# trigger = {
# holder.top_liege.culture = {
# has_cultural_pillar = heritage_viet
# }
# }
# coat_of_arms = k_dai_viet
# }
#}
#

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#c_hereford = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_hereford_norman
# }
#}
#c_westmorland = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_westmorland_norman
# }
#}
#c_somerset = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_somerset_norman
# }
#}
#c_hampton = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_hampton_norman
# }
#}
#c_leicestershire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_leicestershire_norman
# }
#}
#c_northamptonshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_northamptonshire_norman
# }
#}
#c_east_riding = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_east_riding_norman
# }
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_east_riding_norse
# }
#}
#c_warwickshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_warwickshire_norman
# }
#}
#c_gloucestershire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_gloucestershire_norman
# }
#}
#c_wiltshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_wiltshire_norman
# }
#}
#c_norfolk = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_norfolk_norman
# }
#}
#c_lancashire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_lancashire_norman
# }
#}
#c_north_riding = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_north_riding_norman
# }
#}
#d_norfolk = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_norfolk_norman
# }
#}
#d_lancaster = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_lancaster_norman
# }
#}
#d_canterbury = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_canterbury_norman
# }
#}
#d_bedford = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_bedford_norman
# }
#}
#d_york = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = d_york_norman
# }
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_york_norse
# }
#}
#c_pembrokeshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_pembrokeshire_norman
# }
#}
#c_glamorgan = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_glamorgan_norman
# }
#}
#c_monmouthshire = {
# item = {
# trigger = {
# coa_switch_to_norman_trigger = yes
# }
# coat_of_arms = c_monmouthshire_norman
# }
#}
#

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#e_scandinavia = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = e_scandinavia_norse
# }
#}
#k_sweden = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_sweden_norse
# }
#}
#d_svealand = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_svealand_norse
# }
#}
#c_upland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_upland_norse
# }
#}
#c_gastrikland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gastrikland_norse
# }
#}
#c_sodermannaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sodermannaland_norse
# }
#}
#c_aland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aland_norse
# }
#}
#d_bergslagen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_bergslagen_norse
# }
#}
#c_vastmanland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastmanland_norse
# }
#}
#c_varmland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_varmland_norse
# }
#}
#c_dalarna = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dalarna_norse
# }
#}
#c_dalabergslagen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dalabergslagen_norse
# }
#}
#d_vastergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_vastergotland_norse
# }
#}
#c_vastergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastergotland_norse
# }
#}
#c_skara = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_skara_norse
# }
#}
#c_dal = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dal_norse
# }
#}
#c_nordmark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nordmark_norse
# }
#}
#d_ostergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_ostergotland_norse
# }
#}
#c_ostergotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ostergotland_norse
# }
#}
#c_kinda = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_kinda_norse
# }
#}
#c_narke = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_narke_norse
# }
#}
#d_smaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_smaland_norse
# }
#}
#c_more = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_more_norse
# }
#}
#c_sevede = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sevede_norse
# }
#}
#c_varend = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_varend_norse
# }
#}
#c_njudung = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_njudung_norse
# }
#}
#c_finnveden = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_finnveden_norse
# }
#}
#c_oland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_oland_norse
# }
#}
#d_norrland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_norrland_norse
# }
#}
#c_halsingland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_halsingland_norse
# }
#}
#c_medelpad = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_medelpad_norse
# }
#}
#c_angermanland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_angermanland_norse
# }
#}
#d_gotland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_gotland_norse
# }
#}
#c_gutland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gutland_norse
# }
#}
#k_norway = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_norway_norse
# }
#}
#d_viken = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_viken_norse
# }
#}
#c_vingulmork = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vingulmork_norse
# }
#}
#c_raniriki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_raniriki_norse
# }
#}
#c_vestfold = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vestfold_norse
# }
#}
#c_telemark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_telemark_norse
# }
#}
#d_agder = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_agder_norse
# }
#}
#c_nedenes = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nedenes_norse
# }
#}
#c_agdeside = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_agdeside_norse
# }
#}
#d_vestlandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_vestlandi_norse
# }
#}
#c_rogalandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_rogalandi_norse
# }
#}
#c_hordalandi = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_hordalandi_norse
# }
#}
#c_sogn = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sogn_norse
# }
#}
#d_trandalog = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_trandalog_norse
# }
#}
#c_trandheim = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_trandheim_norse
# }
#}
#c_norwegian_more = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_norwegian_more_norse
# }
#}
#c_firdafylki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_firdafylki_norse
# }
#}
#d_dalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_dalir_norse
# }
#}
#c_hedmork = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_hedmork_norse
# }
#}
#c_gudbrandsdalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gudbrandsdalir_norse
# }
#}
#c_eystridalir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_eystridalir_norse
# }
#}
#c_gauldala = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_gauldala_norse
# }
#}
#d_halogaland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_halogaland_norse
# }
#}
#c_vastvag = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vastvag_norse
# }
#}
#c_bothin = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_bothin_norse
# }
#}
#c_namdalfylki = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_namdalfylki_norse
# }
#}
#d_iceland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_iceland_norse
# }
#}
#c_vestisland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vestisland_norse
# }
#}
#c_nordrland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_nordrland_norse
# }
#}
#c_austisland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_austisland_norse
# }
#}
#c_sudurland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sudurland_norse
# }
#}
#d_northern_isles = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_northern_isles_norse
# }
#}
#c_orkney = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_orkney_norse
# }
#}
#c_faereyar = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_faereyar_norse
# }
#}
#c_shetland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_shetland_norse
# }
#}
#d_jamtland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_jamtland_norse
# }
#}
#c_jamtfir = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_jamtfir_norse
# }
#}
#c_morarna = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_morarna_norse
# }
#}
#c_helgum = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_helgum_norse
# }
#}
#c_harjadalen = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_harjadalen_norse
# }
#}
#k_denmark = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = k_denmark_norse
# }
#}
#d_sjaelland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_sjaelland_norse
# }
#}
#c_sjaelland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_sjaelland_norse
# }
#}
#c_fyn = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_fyn_norse
# }
#}
#c_lolland_falster = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_lolland_falster_norse
# }
#}
#d_skane = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_skane_norse
# }
#}
#c_skane = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_skane_norse
# }
#}
#c_halland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_halland_norse
# }
#}
#c_bornholm = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_bornholm_norse
# }
#}
#c_blekinge = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_blekinge_norse
# }
#}
#d_jylland = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_jylland_norse
# }
#}
#c_aarhus = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aarhus_norse
# }
#}
#c_viborg = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_viborg_norse
# }
#}
#c_ringkobing = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ringkobing_norse
# }
#}
#c_aalborg = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_aalborg_norse
# }
#}
#d_slesvig = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_slesvig_norse
# }
#}
#c_slesvig = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_slesvig_norse
# }
#}
#c_vorbasse = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_vorbasse_norse
# }
#}
#c_ribe = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_ribe_norse
# }
#}
#d_western_isles = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = d_western_isles_norse
# }
#}
#c_inner_hebrides = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_inner_hebrides_norse
# }
#}
#c_dublin = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_dublin_norse
# }
#}
#c_argyll = {
# item = {
# trigger = {
# coa_switch_to_norse_trigger = yes
# }
# coat_of_arms = c_argyll_norse
# }
#}

View file

@ -0,0 +1,99 @@
tells_attrition_mult = {
decimals = 0
color = bad
percent = yes
}
tells_cancel_negative_supply = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
}
tells_advantage = {
prefix = MOD_ADVANTAGE_PREFIX
decimals = 0
}
tells_min_combat_roll = {
decimals = 0
}
tells_max_combat_roll = {
decimals = 0
}
tells_development_growth = {
prefix = MOD_DEVELOPMENT_PREFIX
decimals = 1
}
tells_development_growth_factor = {
prefix = MOD_DEVELOPMENT_PREFIX
decimals = 1
percent = yes
}
tells_construction_gold_cost = {
decimals = 0
color = bad
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_holding_construction_gold_cost = {
decimals = 0
color = bad
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_construction_piety_cost = {
decimals = 0
color = bad
prefix = MOD_PIETY_PREFIX
percent = yes
}
tells_holding_construction_piety_cost = {
decimals = 0
color = bad
prefix = MOD_PIETY_PREFIX
percent = yes
}
tells_construction_prestige_cost = {
decimals = 0
color = bad
prefix = MOD_PRESTIGE_PREFIX
percent = yes
}
tells_holding_construction_prestige_cost = {
decimals = 0
color = bad
prefix = MOD_PRESTIGE_PREFIX
percent = yes
}
tells_supply_limit = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
}
tells_supply_limit_mult = {
prefix = MOD_SUPPLY_PREFIX
decimals = 0
percent = yes
}
tells_tax_mult = {
decimals = 0
prefix = MOD_GOLD_PREFIX
percent = yes
}
tells_levy_size = {
decimals = 0
prefix = MOD_SOLDIER_PREFIX
percent = yes
}

View file

@ -0,0 +1,945 @@

##Gun Cavalry
gun_cavalry_max_size_add = {
decimals = 0
}
gun_cavalry_max_size_mult = {
decimals = 0
percent = yes
}
gun_cavalry_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
gun_cavalry_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
gun_cavalry_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
gun_cavalry_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
gun_cavalry_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
gun_cavalry_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
gun_cavalry_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
gun_cavalry_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_gun_cavalry_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_gun_cavalry_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_gun_cavalry_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_gun_cavalry_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_gun_cavalry_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_gun_cavalry_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_gun_cavalry_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
###Super Heavy
chemical_weapons_max_size_add = {
decimals = 0
}
chemical_weapons_max_size_mult = {
decimals = 0
percent = yes
}
chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
chemical_weapons_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Chemical
chemical_weapons_max_size_add = {
decimals = 0
}
chemical_weapons_max_size_mult = {
decimals = 0
percent = yes
}
chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
chemical_weapons_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
chemical_weapons_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_chemical_weapons_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_chemical_weapons_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_chemical_weapons_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_chemical_weapons_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_chemical_weapons_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_chemical_weapons_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_chemical_weapons_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Airship
airship_max_size_add = {
decimals = 0
}
airship_max_size_mult = {
decimals = 0
percent = yes
}
airship_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
airship_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
airship_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
airship_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
airship_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
airship_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
airship_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
airship_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
airship_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
airship_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
airship_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
airship_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_airship_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_airship_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_airship_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_airship_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_airship_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_airship_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_airship_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_airship_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_airship_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_airship_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
##Peasant Militia
peasant_militia_max_size_add = {
decimals = 0
}
peasant_militia_max_size_mult = {
decimals = 0
percent = yes
}
peasant_militia_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
peasant_militia_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
peasant_militia_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
peasant_militia_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
peasant_militia_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
peasant_militia_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
peasant_militia_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
peasant_militia_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
peasant_militia_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
peasant_militia_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
peasant_militia_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
peasant_militia_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_peasant_militia_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_peasant_militia_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_peasant_militia_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_peasant_militia_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_peasant_militia_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_peasant_militia_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_peasant_militia_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_max_size_add = {
decimals = 0
}
horse_archers_max_size_mult = {
decimals = 0
percent = yes
}
horse_archers_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
horse_archers_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
horse_archers_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
horse_archers_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
horse_archers_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
horse_archers_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
horse_archers_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
horse_archers_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
horse_archers_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
horse_archers_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
horse_archers_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_horse_archers_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_horse_archers_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_horse_archers_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_horse_archers_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_horse_archers_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_horse_archers_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_horse_archers_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_max_size_add = {
decimals = 0
}
nomadic_horde_max_size_mult = {
decimals = 0
percent = yes
}
nomadic_horde_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
nomadic_horde_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
nomadic_horde_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
nomadic_horde_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
nomadic_horde_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
nomadic_horde_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
nomadic_horde_maintenance_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
nomadic_horde_recruitment_cost_mult = {
decimals = 2
prefix = MOD_GOLD_PREFIX
color = bad
percent = yes
}
stationed_nomadic_horde_damage_add = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
}
stationed_nomadic_horde_damage_mult = {
prefix = MOD_DAMAGE_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_toughness_add = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
}
stationed_nomadic_horde_toughness_mult = {
prefix = MOD_TOUGHNESS_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_pursuit_add = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
}
stationed_nomadic_horde_pursuit_mult = {
prefix = MOD_PURSUIT_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_screen_add = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
}
stationed_nomadic_horde_screen_mult = {
prefix = MOD_SCREEN_PREFIX
decimals = 0
percent = yes
}
stationed_nomadic_horde_siege_value_add = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 1
}
stationed_nomadic_horde_siege_value_mult = {
prefix = MOD_SIEGE_PROGRESS_PREFIX
decimals = 0
percent = yes
}

View file

@ -18,9 +18,9 @@ coa_african_culture_trigger = {
}
coa_african_religion_trigger = {
scope:faith.religion = {
save_temporary_scope_as = religion
}
# scope:faith.religion = {
# save_temporary_scope_as = religion
# }
always = no
# scope:religion = {
# OR = {
@ -87,24 +87,26 @@ coa_cross_trigger = {
}
coa_england_switches_to_france_coa_trigger = {
holder = {
OR = {
has_title = title:k_france
has_claim_on = title:k_france
has_title = title:e_france
has_claim_on = title:e_france
}
}
always = no
# holder = {
# OR = {
# has_title = title:k_france
# has_claim_on = title:k_france
# has_title = title:e_france
# has_claim_on = title:e_france
# }
# }
}
coa_switch_to_norman_trigger = {
holder.culture = {
OR = {
has_coa_gfx = english_coa_gfx
has_coa_gfx = frankish_group_coa_gfx
has_coa_gfx = latin_group_coa_gfx
has_coa_gfx = iberian_group_coa_gfx
}
}
always = no
# holder.culture = {
# OR = {
# has_coa_gfx = english_coa_gfx
# has_coa_gfx = frankish_group_coa_gfx
# has_coa_gfx = latin_group_coa_gfx
# has_coa_gfx = iberian_group_coa_gfx
# }
# }
}
coa_switch_to_norse_trigger = {