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400
common/culture/traditions/03_fp2_traditions.txt
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400
common/culture/traditions/03_fp2_traditions.txt
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###########################
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# FP2 CULTURAL TRADITIONS
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###########################
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#######################
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# Aragonese Specific
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#######################
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tradition_fp2_state_ransoming = {
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category = realm
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layers = {
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0 = steward
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1 = western
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4 = state_ransoming.dds
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}
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is_shown = {
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# DLC check.
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has_fp2_dlc_trigger = yes
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}
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# Anyone can take this.
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parameters = {
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knights_die_less_but_are_captured_more = yes
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characters_more_likely_to_be_captured_in_sieges = yes
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can_demand_higher_ransoms_from_lower_tiers = yes
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}
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character_modifier = {
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hard_casualty_modifier = -0.5
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monthly_war_income_mult = -0.25
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}
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county_modifier = {
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# Naturally, people are more keen to turn up to serve.
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levy_size = 0.1
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}
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cost = {
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prestige = {
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# Base cost.
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add = {
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value = tradition_base_cost
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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# Ethos requirement.
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if = {
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limit = {
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NOR = {
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culture_pillar:ethos_bellicose = { is_in_list = traits }
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culture_pillar:ethos_communal = { is_in_list = traits }
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}
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}
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add = {
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value = tradition_incompatible_ethos_penalty
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desc = not_bellicose_or_communal_desc
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}
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}
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# Heritage or language
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if = {
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limit = {
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NOR = {
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has_cultural_pillar = heritage_iberian
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AND = {
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exists = culture_head
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culture_head = { knows_language = language_iberian }
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}
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}
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}
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add = {
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value = tradition_unfulfilled_criteria_penalty
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desc = lack_iberian_heritage_or_language_penalty_desc
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}
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}
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# General replacement stuff.
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 100
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}
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}
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#######################
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# Castilian Specific
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#######################
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tradition_fp2_strategy_gamers = {
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category = ritual
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layers = {
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0 = diplo
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1 = western
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4 = board_gamers.dds
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}
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is_shown = {
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# DLC check.
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has_fp2_dlc_trigger = yes
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}
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# Anyone can take this.
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parameters = {
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commanders_likelier_to_gain_commander_traits = yes
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may_challenge_to_board_games = yes
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may_wager_land_on_board_games = yes
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}
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character_modifier = {
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movement_speed = 0.1
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prowess = medium_skill_penalty
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martial = medium_skill_bonus
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}
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cost = {
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prestige = {
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# Base cost.
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add = {
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value = tradition_base_cost
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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# Ethos requirement.
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if = {
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limit = {
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NOR = {
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culture_pillar:ethos_bellicose = { is_in_list = traits }
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culture_pillar:ethos_courtly = { is_in_list = traits }
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}
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}
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add = {
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value = tradition_incompatible_ethos_penalty
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desc = not_bellicose_or_courtly_desc
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}
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}
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# Either high martial, high learning, or a chess board required.
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if = {
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limit = { exists = culture_head }
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if = {
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limit = {
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culture_head = {
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NOR = {
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martial >= very_high_skill_rating
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learning >= very_high_skill_rating
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any_character_artifact = { has_variable = can_be_used_for_board_games }
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}
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}
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}
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add = {
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value = tradition_unfulfilled_criteria_penalty
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desc = lack_martial_learning_or_chess_board_penalty_desc
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}
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 0
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if = {
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limit = { exists = culture_head }
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culture_head = {
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# Absolute nerds.
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if = {
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limit = {
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martial >= extremely_high_skill_rating
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learning >= extremely_high_skill_rating
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has_trait = scholar
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}
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add = 100
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}
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# People who got suckered in & accidentally started a trend.
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if = {
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limit = {
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any_character_artifact = { has_variable = can_be_used_for_board_games }
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}
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add = 100
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}
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}
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}
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}
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}
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#######################
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# Andalusian Specific
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#######################
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tradition_fp2_malleable_subjects = {
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category = realm
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layers = {
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0 = intrigue
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1 = mena
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4 = malleable_subjects.dds
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}
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is_shown = {
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# DLC check.
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has_fp2_dlc_trigger = yes
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has_cultural_pillar = heritage_iberian
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}
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can_pick = {
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# Must be of a suitable heritage.
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custom_tooltip = {
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text = iberian_heritage_trigger
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has_cultural_pillar = heritage_iberian
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}
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}
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parameters = {
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doesnt_care_about_culture_faith_in_factions = yes
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wants_to_learn_liege_language = yes
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harder_to_convert_county_culture_without_heritage = yes
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easier_to_convert_county_culture_with_heritage = yes
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powerful_foreign_knights_find_you_attractive = yes
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# ^[blushes]
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}
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character_modifier = {
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mercenary_hire_cost_mult = -0.5
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vassal_levy_contribution_mult = 0.25
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different_culture_opinion = 10
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ignore_negative_opinion_of_culture = yes
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}
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culture_modifier = {
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mercenary_count_mult = 2
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cultural_acceptance_gain_mult = 0.25
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}
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cost = {
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prestige = {
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# Base cost.
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add = {
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value = tradition_base_cost
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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# Ethos requirement.
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if = {
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limit = {
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NOR = {
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culture_pillar:ethos_egalitarian = { is_in_list = traits }
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culture_pillar:ethos_courtly = { is_in_list = traits }
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}
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}
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add = {
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value = tradition_incompatible_ethos_penalty
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desc = not_egalitarian_or_courtly_desc
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 0
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# Players might want this, but the AI never does.
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}
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}
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#######################
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# Generic
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#######################
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tradition_fp2_ritualised_friendship = {
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category = societal
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layers = {
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0 = diplo
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1 = western
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4 = ritualised_friendship.dds
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}
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is_shown = {
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# DLC check.
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#has_fp2_dlc_trigger = yes
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}
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can_pick = {
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# Must have at least one friend. No friendless losers. Especially you, Nick.
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custom_tooltip = {
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text = need_at_least_one_friend
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culture_head ?= {
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any_relation = {
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type = friend
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count >= 1
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}
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}
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}
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}
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parameters = {
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automatic_befriend_access = yes
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may_propose_best_friendship = yes
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strong_hooks_and_stress_effects_best_friends = yes
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may_select_friendship_synergy_bonus = yes
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}
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character_modifier = {
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scheme_phase_duration_against_friend_add = 20
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scheme_phase_duration_against_best_friend_add = 40
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}
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cost = {
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prestige = {
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# Base cost.
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add = {
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value = tradition_base_cost
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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# No ethos requirement: everyone likes friends.
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# Need at least three friends.
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if = {
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limit = { exists = culture_head }
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if = {
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limit = {
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culture_head = {
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any_relation = {
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type = friend
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count < 3
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}
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}
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}
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add = {
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value = tradition_unfulfilled_criteria_penalty
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desc = guess_you_need_more_friends_desc
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}
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 0
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if = {
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limit = { exists = culture_head }
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culture_head = {
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# Some traits make you want to codify this more...
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if = {
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limit = { has_trait = gregarious }
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add = 50
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}
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if = {
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limit = { has_trait = just }
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add = 25
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}
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if = {
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limit = { has_trait = compassionate }
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add = 25
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}
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# ... but arbitrary characters have zero interest in anything nearly so formal
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if = {
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limit = { has_trait = arbitrary }
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add = -200
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}
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# We don't modify down for shy because, if anything, you'd expect a shy person to be more serious about the few friends they *do* have.
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# Having lots of friends makes you more likely to want this.
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if = {
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limit = {
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any_relation = {
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type = friend
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count >= 4
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}
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}
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add = 50
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}
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# As does having a best friend already.
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if = {
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limit = {
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any_relation = {
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type = best_friend
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count >= 1
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}
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}
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add = 25
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}
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# And certain lifestyles also make you want to focus on this.
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if = {
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limit = { has_focus = martial_chivalry_focus }
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add = 10
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}
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}
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}
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}
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}
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