This commit is contained in:
trashb0at 2024-11-17 18:52:06 -05:00
commit 317e32ea03
21 changed files with 41149 additions and 6 deletions

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### Hospices
hospices_01 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_1_cost
character_modifier = {
monthly_piety = 0.1
}
province_modifier = {
monthly_income = poor_building_tax_tier_1
epidemic_resistance = 5
}
next_building = hospices_02
type_icon = "icon_building_hospice.dds"
ai_value = {
base = 7
ai_tier_1_building_modifier = yes
ai_tier_1_economical_building_preference_modifier = yes
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
modifier = {
add = 1
county.development_level >= 10
}
modifier = {
add = 1
county.development_level >= 15
}
modifier = {
add = 1
county.development_level >= 20
}
modifier = {
add = 1
county.development_level >= 25
}
modifier = {
add = 10
scope:holder = {
OR = {
government_has_flag = government_is_theocracy
is_theocratic_lessee = yes
}
}
}
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_cereal_fields_requirement_terrain = yes
NOT = {
has_building_or_higher = cereal_fields_01
}
}
}
}
hospices_02 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_city_planning
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_2_cost
character_modifier = {
monthly_piety = 0.2
}
province_modifier = {
monthly_income = poor_building_tax_tier_2
epidemic_resistance = 7
}
next_building = hospices_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_03 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_3_cost
character_modifier = {
monthly_piety = 0.3
}
province_modifier = {
monthly_income = poor_building_tax_tier_3
stationed_maa_toughness_mult = 0.01
epidemic_resistance = 10
}
next_building = hospices_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_04 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
culture = {
has_innovation = innovation_manorialism
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_4_cost
character_modifier = {
monthly_piety = 0.4
}
province_modifier = {
monthly_income = poor_building_tax_tier_4
stationed_maa_toughness_mult = 0.02
epidemic_resistance = 12
}
next_building = hospices_05
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_05 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_5_cost
character_modifier = {
monthly_piety = 0.5
legitimacy_gain_mult = 0.01
}
province_modifier = {
monthly_income = poor_building_tax_tier_5
stationed_maa_toughness_mult = 0.03
epidemic_resistance = 15
}
next_building = hospices_06
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_06 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
culture = {
has_innovation = innovation_windmills
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_6_cost
character_modifier = {
monthly_piety = 0.6
legitimacy_gain_mult = 0.02
}
province_modifier = {
monthly_income = poor_building_tax_tier_6
stationed_maa_toughness_mult = 0.04
epidemic_resistance = 17
}
next_building = hospices_07
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_07 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_7_cost
character_modifier = {
monthly_piety = 0.7
legitimacy_gain_mult = 0.03
}
province_modifier = {
monthly_income = poor_building_tax_tier_7
stationed_maa_toughness_mult = 0.05
epidemic_resistance = 20
}
next_building = hospices_08
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
hospices_08 = {
construction_time = standard_construction_time
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
culture = {
has_innovation = innovation_cranes
}
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = normal_building_tier_8_cost
character_modifier = {
monthly_piety = 0.8
legitimacy_gain_mult = 0.04
}
province_modifier = {
monthly_income = poor_building_tax_tier_8
stationed_maa_toughness_mult = 0.06
epidemic_resistance = 25
}
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}

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###########
## Special buildings rewarded from legends
###########
legendary_shrine = {
asset = {
type = pdxmesh
name = "fp4_legendary_steppe_shrine_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_christian_shrine_01_mesh"
graphical_faiths = { "catholic_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_islamic_shrine_01_a_mesh"
graphical_faiths = { "islamic_gfx" "judaism_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_norse_shrine_01_a_mesh"
graphical_cultures = { norse_building_gfx }
graphical_faiths = { pagan_gfx }
}
asset = {
type = pdxmesh
name = "fp4_legendary_dharmic_shrine_01_a_mesh"
graphical_faiths = { dharmic_gfx }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_shrine.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
piety = 1000
}
character_modifier = {
monthly_piety = 0.15
zealot_opinion = 5
zealot_tax_contribution_mult = 0.05
same_faith_opinion = 5
zealot_tax_contribution_mult = 0.1
life_expectancy = 5
}
county_modifier = {
tax_mult = 0.05
monthly_county_control_growth_add = 0.1
}
province_modifier = {
monthly_income = 0.2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = pilgrim
}
add_trait_xp = {
trait = pilgrim
value = 30
}
}
else = {
add_trait = pilgrim
add_trait_xp = {
trait = pilgrim
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_religious
}
legendary_palace = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_palace_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_islamic_palace_01_a_mesh"
graphical_faiths = { "islamic_gfx" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_india_palace_01_a_mesh"
graphical_regions = { "graphical_india" }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_palace.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1500
}
character_modifier = {
courtly_opinion = 5
courtly_tax_contribution_mult = 0.05
legitimacy_gain_mult = 0.05
owned_hostile_scheme_success_chance_add = 5
owned_personal_scheme_success_chance_add = 5
owned_hostile_scheme_success_chance_max_add = 5
monthly_lifestyle_xp_gain_mult = 0.1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.15
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_reveler
}
add_trait_xp = {
trait = lifestyle_reveler
value = 30
}
}
else = {
add_trait = lifestyle_reveler
add_trait_xp = {
trait = lifestyle_reveler
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
legendary_statue = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_hero_01_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_heroes_pillar_india_01_a_mesh"
graphical_regions = { "graphical_india" }
}
asset = {
type = pdxmesh
name = "fp4_legendary_mediterranean_monument_01_a_mesh"
graphical_regions = { "graphical_mediterranean" }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_statue.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.2
}
county_modifier = {
county_opinion_add = 5
}
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = august
}
add_prestige = 400
}
else = {
add_trait = august
}
}
}
type = special
flag = travel_point_of_interest_martial
}
legendary_watchtower = {
asset = {
type = pdxmesh
name = "fp4_legendary_western_watchtower_01_a_mesh"
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_watchtower.dds"
can_construct = {
scope:holder = {
dynasty = {
has_dynasty_perk = ce1_heroic_legacy_5
}
}
}
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
character_modifier = {
glory_hound_opinion = 5
men_at_arms_limit = 1
}
county_modifier = {
tax_mult = 0.1
development_growth_factor = 0.1
supply_limit = 2000
hostile_raid_time = 0.35
}
province_modifier = {
stationed_maa_toughness_add = 10
stationed_maa_toughness_mult = 0.2
stationed_maa_damage_add = 10
stationed_maa_damage_mult = 0.2
fort_level = 4
garrison_size = 2
travel_danger = -25
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_blademaster
}
add_trait_xp = {
trait = lifestyle_blademaster
value = 30
}
}
else = {
add_trait = lifestyle_blademaster
add_trait_xp = {
trait = lifestyle_blademaster
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_martial
}
legendary_hunting_lodge = {
asset = {
type = pdxmesh
name = "fp4_legendary_desert_hunting_lodge_01_a_mesh"
}
asset = {
type = pdxmesh
name = "fp4_legendary_hunting_lodge_01_a_mesh"
graphical_regions = { graphical_western graphical_mediterranean }
}
asset = {
type = pdxmesh
name = "fp4_legendary_building_norse_meadhall_01_a_mesh"
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_western }
}
construction_time = very_slow_construction_time
type_icon = "icon_building_legendary_hunting_grounds.dds"
is_enabled = {
always = yes
}
cost = {
gold = 1000
prestige = 1000
}
effect_desc = ep2_activities_legacy_4_hunts_up_legendary_hunt_sightings_effect
character_modifier = {
lifestyle_hunter_xp_gain_mult = 0.2
parochial_opinion = 5
parochial_tax_contribution_mult = 0.1
monthly_prestige_gain_mult = 0.05
stress_gain_mult = -0.15
stress_loss_mult = 0.15
court_grandeur_baseline_add = 4
}
county_modifier = {
tax_mult = 0.1
}
province_modifier = {
travel_danger = -5
stationed_maa_toughness_add = 20
stationed_maa_toughness_mult = 0.1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
on_complete = {
root = { save_scope_as = legendary_province }
county.holder = {
if = {
limit = {
has_trait = lifestyle_hunter
}
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = 30
}
}
else = {
add_trait = lifestyle_hunter
add_trait_xp = {
trait = lifestyle_hunter
track = hunter
value = 30
}
}
}
}
type = special
flag = travel_point_of_interest_martial
}

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@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"
# Tribal Hold
tribe_01 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
building_western_tribal_01_a_mesh
}
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_mena_tribal_01_a_mesh"
}
graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_steppe_tribal_01_a_mesh"
}
graphical_cultures = { steppe_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_india_tribal_01_a_mesh"
}
graphical_cultures = { indian_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_african_tribal_01_a_mesh"
}
graphical_cultures = { african_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_tribal_mesh"
}
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
always = no #Tribes are set at game start.
}
cost_prestige = expensive_building_tier_3_cost
cost_gold = expensive_building_tier_1_cost
next_building = tribe_02
levy = normal_building_levy_tier_3
max_garrison = good_building_max_garrison_tier_1
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
province_modifier = {
monthly_income = poor_building_tax_tier_1
fort_level = 1
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
province_terrain_modifier = {
parameter = tribal_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 2
}
province_culture_modifier = {
parameter = tribal_holding_stationed_bonus
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
next_building = tribe_02
type_icon = "icon_building_longhouses.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
}
}
tribe_02 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
building_western_tribal_01_a_mesh
}
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_mena_tribal_01_a_mesh"
}
graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_steppe_tribal_01_a_mesh"
}
graphical_cultures = { steppe_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_india_tribal_01_a_mesh"
}
graphical_cultures = { indian_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_african_tribal_01_a_mesh"
}
graphical_cultures = { african_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_tribal_mesh"
}
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_plenary_assemblies }
}
}
cost_prestige = expensive_building_tier_3_cost
cost_gold = expensive_building_tier_1_cost
levy = normal_building_levy_tier_5
max_garrison = good_building_max_garrison_tier_2
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
monthly_income = poor_building_tax_tier_3
fort_level = 2
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_terrain_modifier = {
parameter = tribal_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 3
}
province_culture_modifier = {
parameter = tribal_holding_stationed_bonus
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 1
}
}
longhouses_01 = {
construction_time = slow_construction_time
effect_desc = longhouses_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = normal_building_levy_tier_1
character_modifier = {
monthly_prestige = 0.25
}
county_modifier = {
monthly_county_control_growth_add = 0.2
}
next_building = longhouses_02
type_icon = "icon_building_longhouses.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
longhouses_02 = {
construction_time = slow_construction_time
effect_desc = longhouses_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_barracks }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = normal_building_levy_tier_2
character_modifier = {
monthly_prestige = 0.5
}
county_modifier = {
monthly_county_control_growth_add = 0.4
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# War Camps
war_camps_01 = {
construction_time = slow_construction_time
effect_desc = tournament_cost_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = excellent_building_levy_tier_1
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.1
}
province_modifier = {
stationed_skirmishers_damage_mult = high_maa_damage_tier_1
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
}
next_building = war_camps_02
type_icon = "icon_building_warcamps.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
war_camps_02 = {
construction_time = slow_construction_time
effect_desc = tournament_cost_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_barracks }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = excellent_building_levy_tier_2
character_modifier = {
knight_limit = 2
knight_effectiveness_mult = 0.2
}
province_modifier = {
stationed_skirmishers_damage_mult = high_maa_damage_tier_2
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
}
character_culture_modifier = {
parameter = strength_in_numbers_maa_limit_bonus
men_at_arms_limit = 1
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# Palisades
palisades_01 = {
construction_time = standard_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = normal_building_levy_tier_1
max_garrison = normal_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = normal_building_fort_level_tier_1
}
province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_1
stationed_archers_toughness_mult = normal_maa_toughness_tier_1
stationed_pikemen_damage_mult = high_maa_damage_tier_1
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
}
next_building = palisades_02
type_icon = "icon_building_palisades.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
palisades_02 = {
construction_time = standard_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_motte }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = normal_building_levy_tier_2
max_garrison = normal_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = normal_building_fort_level_tier_2
}
province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_2
stationed_archers_toughness_mult = normal_maa_toughness_tier_2
stationed_pikemen_damage_mult = high_maa_damage_tier_2
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# Market Villages
market_villages_01 = {
construction_time = quick_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
province_modifier = {
monthly_income = poor_building_tax_tier_2
supply_limit = 500
}
next_building = market_villages_02
type_icon = "icon_building_market_villages.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
market_villages_02 = {
construction_time = quick_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_city_planning }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
province_modifier = {
monthly_income = poor_building_tax_tier_4
supply_limit = 1000
}
ai_value = {
base = 1
directive_to_build_economy_modifier = yes
}
}

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# These buildings are only for showing background graphics, e.g. the walls around holdings
# No Walls
walls_00 = {
is_graphical_background = yes
asset = {
type = pdxmesh
name = "western_walls_00_mesh"
}
is_enabled = {
OR = {
AND = {
is_county_capital = no
fort_level < 1
}
# Using the no_wall holding graphics for cities with special walls so that they don't have double walls
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
# Any city that must be sieged gets the basic walls
walls_01_tribal = {
is_graphical_background = yes
asset = {
type = pdxmesh
names = {
"tribal_walls_01_a_mesh"
}
}
is_enabled = {
OR = {
is_county_capital = yes
fort_level > 0
}
NOR = {
# disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "palisades_01"
has_building_or_higher = "curtain_walls_01"
has_building_or_higher = "hill_forts_01"
has_building_or_higher = "ramparts_01"
has_building_or_higher = "watchtowers_01"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
# Here the Fort Level building chains take control of the visuals
walls_01 = {
is_graphical_background = yes
asset = {
type = pdxmesh
names = {
"western_walls_01_a_mesh"
"western_walls_01_b_mesh"
}
graphical_regions = { graphical_western graphical_mediterranean graphical_india }
}
asset = {
type = pdxmesh
names = {
"mena_walls_01_a_mesh"
"mena_walls_01_b_mesh"
}
graphical_regions = { graphical_mena graphical_steppe }
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
names = {
"fp1_norse_walls_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_mena }
names = {
"fp1_norse_walls_01_mena_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_01_a_01_mesh"
}
}
is_enabled = {
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "palisades_01"
has_building_or_higher = "curtain_walls_01"
has_building_or_higher = "hill_forts_01"
has_building_or_higher = "ramparts_01"
has_building_or_higher = "watchtowers_01"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "palisades_02"
has_building_or_higher = "curtain_walls_02"
has_building_or_higher = "hill_forts_02"
has_building_or_higher = "ramparts_02"
has_building_or_higher = "watchtowers_02"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_02 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western graphical_mediterranean graphical_india }
names = {
"western_walls_02_a_mesh"
"western_walls_02_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_02_a_mesh"
"mena_walls_02_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
names = {
"fp1_norse_walls_02_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_mena }
names = {
"fp1_norse_walls_02_mena_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_02_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_02_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_02_mesh"
}
}
is_enabled = {
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "palisades_02"
has_building_or_higher = "curtain_walls_02"
has_building_or_higher = "hill_forts_02"
has_building_or_higher = "ramparts_02"
has_building_or_higher = "watchtowers_02"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "curtain_walls_03"
has_building_or_higher = "hill_forts_03"
has_building_or_higher = "ramparts_03"
has_building_or_higher = "watchtowers_03"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_03 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western }
names = {
"western_walls_03_a_mesh"
"western_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mediterranean }
names = {
"mediterranean_walls_03_a_mesh"
"mediterranean_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_03_a_mesh"
"mena_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_india }
names = {
"india_walls_03_a_mesh"
"india_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_03_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx steppe_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_03_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_03_mesh"
}
}
is_enabled = {
scope:holder = {
NOT = { government_has_flag = government_is_tribal }
}
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "curtain_walls_03"
has_building_or_higher = "hill_forts_03"
has_building_or_higher = "ramparts_03"
has_building_or_higher = "watchtowers_03"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "curtain_walls_06"
has_building_or_higher = "hill_forts_06"
has_building_or_higher = "ramparts_06"
has_building_or_higher = "watchtowers_06"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_04 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western }
names = {
"western_walls_04_a_mesh"
"western_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mediterranean }
names = {
"mediterranean_walls_04_a_mesh"
"mediterranean_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_04_a_mesh"
"mena_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_india }
names = {
"india_walls_04_a_mesh"
"india_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_04_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx steppe_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_04_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_04_mesh"
}
}
is_enabled = {
scope:holder = {
NOT = { government_has_flag = government_is_tribal }
}
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "curtain_walls_06"
has_building_or_higher = "hill_forts_06"
has_building_or_higher = "ramparts_06"
has_building_or_higher = "watchtowers_06"
has_building_or_higher = "theodosian_walls_01"
}
}
}

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You can define
== Structure ==
name_of_the_building = {
# How many levies does the building give
levy = 200
# How much garrison does the building give
max_garrison = 100
# How much garrison regains a percentage of its maximal garrison equal to the garrison reinforcement rate
garrison_reinforcement_factor = 0.01
# How long does it take to construct the building
construction_time = 720
type = regular/special/duchy_capital # Specifies whether this is a regular building, a special building, or a duchy capital building. Regular by default
# Which asset does the building use
asset = {
# 'pdxmesh' or 'entity', specifies wheter to use a mesh or an entity. Meshes are more performant and should be preferred.
type = pdxmesh
# The name of the mesh or the entity
name = "western_castle_01_level_03_mesh"
# To randomize between multiple meshes/entities. Note that they must all be entities, or all be meshes:
names = { "western_castle_01_level_03a_mesh" "western_castle_01_level_03b_mesh" "western_castle_01_level_03c_mesh" }
# Path to illustration shown in the county view, texture can be accessed in GUI: "[Holding.GetIllustration]"
illustration = "path/to/image.dds"
# Associated sound effect and an optional parameter, can also be just soundeffect = "event:..." if no parameter is needed
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Generic/sfx_amb_3d_holdings_generic_castle" soundparameter = { "Tier" = 2.0 } }
# Graphical cultures that prefer this asset to be shown
graphical_cultures = { arabicgfx muslimgfx }
# Graphical faiths that prefer this asset to be shown (priority is faith > religion > family, so Catholic graphical_faith overrides Abrahamic graphical_faith)
graphical_faiths = { catholic_gfx orthodox_gfx }
# Graphical regions in which this asset is preferred, this is the most important criterion when selecting the asset, with the exception of government and province
graphical_regions = { western mena }
# Province IDs in which this asset is preferred. Has a higher priority than graphical region.
provinces = { 496 1000 }
# Governments that prefer this asset to be shown
governments = { tribal_government }
}
# Is the building enabled? Else won't give any effects to holder, and not be constructible (see can_construct* below).
# If is_graphical_background = yes, this controls whether the building can be shown in the province.
# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
is_enabled = {}
# Can the building be constructed.
# Use this instead of is_enabled if you want to allow rulers to "use" the building after getting the holding, but to disallow that they construct it.
# can_construct_potential controls whether the building appears in the build menu. For upgrades it is identical to can_construct_showing_failures_only.
# Note that is_enabled (see above) is added to can_construct_potential.
# Not used if is_graphical_background = yes
# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
can_construct_potential = {}
can_construct_showing_failures_only = {}
can_construct = {}
show_disabled = yes/no # if set to yes, the building will show in the build menu even if disabled (will still use can_construct_potential). No by default
# How much cost does the building cost
cost = { gold = 500 ... }
# The next building in chain unlocked by this building
next_building = castle_02
# Custom description for effects indirectly provided by building.
# The scope root refers to the buildings province.
effect_desc = <loc key>
# A modifier applied to the owner of the holding
character_modifier = {
}
# Applied if the character's culture has the parameter
character_culture_modifier = {
parameter = culture param
}
# Applied if the character's faith has the parameter
character_faith_modifier = {
parameter = faith param
}
# A modifier applied if the holder's dynasty of the county has a specific perk
characer_dynasty_modifier = {
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
# The effect
monthly_prestige_gain_mult = 0.2
}
# A modifier applied to the province
province_modifier = {
}
province_culture_modifier = {
parameter = culture param
}
province_faith_modifier = {
parameter = faith param
}
province_terrain_modifier = {
parameter = required culture param (optional)
terrain = required province terrain (optional, default is all terrain types)
is_coastal = whether this modifier is applied on coastal or non-coastal provinces (optional, default is both coastal and non-coastal)
is_riverside = whether this modifier is only applied on provinces that are next to a big river or not (optional, default is both riverside and not)
}
# A modifier applied if the holder's dynasty of the county has a specific perk
province_dynasty_modifier = {
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
# The effect
monthly_income = 0.2
}
# A modifier applied to the county
county_modifier = {
}
county_culture_modifier = {
parameter = culture param
}
county_faith_modifier = {
parameter = faith param
}
# A modifier applied to every de jure county in the duchy (if the county has the same de facto liege as this building's county). Can only be used (and only works) for duchy capital buildings.
duchy_capital_county_modifier = {
}
duchy_capital_county_culture_modifier = {
parameter = culture param
}
duchy_capital_county_faith_modifier = {
parameter = faith param
}
# A special modifier applied to every holding of specified type in the county
county_holding_modifier = {
holding = castle_holding
income_mult = 1
}
# A modifier applied if the holder's dynasty of the county has a specific perk
county_dynasty_modifier = {
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
# The effect
development_growth_factor = 0.2
}
# A modifier applied to the county holder
county_holder_character_modifier = {
}
# Building flags
flag = castle
# Effects applied on building completion
# scopes: root refers to the buildings province
on_complete = {
<effects>
}
# How desirable is the building for the AI
ai_value = {
base = 100
}
# If this is set to yes, the building will be used for figuring out which background asset (walls/no walls etc) should be shown
is_graphical_background = no
### Brief: on_start/on_cancelled/on_complete
# Effects that happen when construction of the building
# starts/cancels/finishes.
#
# Supported scopes:
# root (Province)
# The province the construction took place in.
# character
The character that paid for the construction, if available
on_start = { ... }
on_cancelled = { ... }
on_complete = { ... }
}

View file

@ -966,6 +966,145 @@
}
}
tenet_true_will = {
icon = core_tenet_adorcism
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
parameters = {
conquest_cb_enabled = yes
invasion_cb_enabled = yes
}
character_modifier = {
title_creation_cost_mult = -0.5
tyranny_gain_mult = -0.5
direct_vassal_opinion = -15
liege_opinion = -15
}
parameters = {
natural_primitivism_law_cost_increase = yes
next_level_fortification = yes
}
character_modifier = {
tyranny_gain_mult = 1.25
stress_gain_mult = -0.25
stress_loss_mult = 0.25
defender_advantage = 5
controlled_province_advantage = 5
}
province_modifier = {
garrison_size = 0.33
}
traits = {
virtues = {
ambitious
}
sins = {
content
}
}
}
tenet_rule_the_waves = {
icon = core_tenet_rule_the_waves
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
parameters = {
ghw_no_hof_conversion_buffs_active = yes
bonus_holy_war_piety_active = yes
pilgrimage_decision_active = yes
unlock_voluntary_laampdom_faith = yes
trade_ports_give_control_growth = yes
trade_ports_give_levies = yes
can_travel_along_rivers = yes
}
character_modifier = {
embarkation_cost_mult = -0.85
sea_travel_danger = medium_sea_danger_reduction
}
}
tenet_love_under_will = {
icon = core_tenet_love_under_will
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
character_modifier = {
fertility = 0.25
}
parameters = {
no_unfaithfulness_penalty_active = yes
spouse_piety_loss = yes
}
traits = {
virtues = { lustful }
sins = { chaste }
}
}
tenet_do_what_thou_wilt = {
icon = core_tenet_literalism
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_do_what_thou_wilt }
multiply = faith_unchanged_doctrine_cost_mult
}
}
traits = {
virtues = { patient }
sins = { impatient }
}
parameters = {
meditation_mechanics_active = yes
has_access_to_runestones = yes
divine_the_stars_active = yes
can_build_pyramids = yes
}
character_modifier = {
naval_movement_speed_mult = 0.25
}
}
tenet_people_of_the_book = {
icon = core_tenet_legalism
is_shown = {

View file

@ -257,9 +257,9 @@
doctrine = special_doctrine_esoteric_witchcraft
#Tenets | WIP
doctrine = tenet_carnal_exaltation
doctrine = tenet_astrology
doctrine = tenet_hedonistic
doctrine = tenet_love_under_will
doctrine = tenet_do_what_thou_wilt
doctrine = tenet_rule_the_waves
holy_order_names = { #placeholder
{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }
@ -334,9 +334,9 @@
doctrine = special_doctrine_esoteric_witchcraft
#Tenets | WIP
doctrine = tenet_carnal_exaltation
doctrine = tenet_astrology
doctrine = tenet_hedonistic
doctrine = tenet_love_under_will
doctrine = tenet_do_what_thou_wilt
doctrine = tenet_true_will
holy_order_names = { #placeholder
{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }