THELEMITES
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13 changed files with 24992 additions and 6 deletions
1507
common/buildings/00_castle_buildings.txt
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1507
common/buildings/00_castle_buildings.txt
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1995
common/buildings/00_city_buildings.txt
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1995
common/buildings/00_city_buildings.txt
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2507
common/buildings/00_duchy_capital_buildings.txt
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2507
common/buildings/00_duchy_capital_buildings.txt
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6562
common/buildings/00_special_buildings.txt
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6562
common/buildings/00_special_buildings.txt
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8143
common/buildings/00_standard_economy_buildings.txt
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8143
common/buildings/00_standard_economy_buildings.txt
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3187
common/buildings/00_temple_buildings.txt
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3187
common/buildings/00_temple_buildings.txt
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510
common/buildings/00_tribal_buildings.txt
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510
common/buildings/00_tribal_buildings.txt
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@ -0,0 +1,510 @@
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@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
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@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"
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# Tribal Hold
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tribe_01 = {
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construction_time = slow_construction_time
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asset = {
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type = pdxmesh
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names = {
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building_western_tribal_01_a_mesh
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}
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_mena_tribal_01_a_mesh"
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}
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graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_steppe_tribal_01_a_mesh"
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}
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graphical_cultures = { steppe_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_india_tribal_01_a_mesh"
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}
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graphical_cultures = { indian_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_african_tribal_01_a_mesh"
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}
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graphical_cultures = { african_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"fp1_building_norse_tribal_mesh"
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}
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requires_dlc_flag = the_northern_lords
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graphical_cultures = { norse_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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always = no #Tribes are set at game start.
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}
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cost_prestige = expensive_building_tier_3_cost
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cost_gold = expensive_building_tier_1_cost
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next_building = tribe_02
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levy = normal_building_levy_tier_3
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max_garrison = good_building_max_garrison_tier_1
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garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
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province_modifier = {
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monthly_income = poor_building_tax_tier_1
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fort_level = 1
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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}
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province_terrain_modifier = {
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parameter = tribal_holding_fort_level_in_jungle_bonus
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terrain = jungle
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additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
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}
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province_terrain_modifier = {
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parameter = coastal_holdings_give_defensive_bonus
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is_coastal = yes
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defender_holding_advantage = 2
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}
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province_culture_modifier = {
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parameter = tribal_holding_stationed_bonus
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stationed_maa_damage_mult = normal_maa_damage_tier_1
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stationed_maa_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = tribe_02
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type_icon = "icon_building_longhouses.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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}
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}
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tribe_02 = {
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construction_time = slow_construction_time
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asset = {
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type = pdxmesh
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names = {
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building_western_tribal_01_a_mesh
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}
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_mena_tribal_01_a_mesh"
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}
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graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_steppe_tribal_01_a_mesh"
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}
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graphical_cultures = { steppe_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_india_tribal_01_a_mesh"
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}
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graphical_cultures = { indian_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_african_tribal_01_a_mesh"
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}
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graphical_cultures = { african_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"fp1_building_norse_tribal_mesh"
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}
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requires_dlc_flag = the_northern_lords
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graphical_cultures = { norse_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_plenary_assemblies }
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}
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}
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cost_prestige = expensive_building_tier_3_cost
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cost_gold = expensive_building_tier_1_cost
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levy = normal_building_levy_tier_5
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max_garrison = good_building_max_garrison_tier_2
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garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
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province_modifier = {
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monthly_income = poor_building_tax_tier_3
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fort_level = 2
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stationed_maa_damage_mult = normal_maa_damage_tier_4
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stationed_maa_toughness_mult = normal_maa_toughness_tier_4
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}
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province_terrain_modifier = {
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parameter = tribal_holding_fort_level_in_jungle_bonus
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terrain = jungle
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additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
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}
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province_terrain_modifier = {
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parameter = coastal_holdings_give_defensive_bonus
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is_coastal = yes
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defender_holding_advantage = 3
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}
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province_culture_modifier = {
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parameter = tribal_holding_stationed_bonus
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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}
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ai_value = {
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base = 1
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}
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}
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longhouses_01 = {
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construction_time = slow_construction_time
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effect_desc = longhouses_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = normal_building_levy_tier_1
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character_modifier = {
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monthly_prestige = 0.25
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.2
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}
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next_building = longhouses_02
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type_icon = "icon_building_longhouses.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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longhouses_02 = {
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construction_time = slow_construction_time
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effect_desc = longhouses_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_barracks }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = normal_building_levy_tier_2
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character_modifier = {
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monthly_prestige = 0.5
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.4
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}
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ai_value = {
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base = 1
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directive_to_build_military_modifier = yes
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}
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}
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# War Camps
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war_camps_01 = {
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construction_time = slow_construction_time
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effect_desc = tournament_cost_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = excellent_building_levy_tier_1
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character_modifier = {
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knight_limit = 1
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knight_effectiveness_mult = 0.1
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}
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province_modifier = {
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stationed_skirmishers_damage_mult = high_maa_damage_tier_1
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stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
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stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
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stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
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stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
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stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = war_camps_02
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type_icon = "icon_building_warcamps.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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war_camps_02 = {
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construction_time = slow_construction_time
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effect_desc = tournament_cost_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_barracks }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = excellent_building_levy_tier_2
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character_modifier = {
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knight_limit = 2
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knight_effectiveness_mult = 0.2
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}
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province_modifier = {
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stationed_skirmishers_damage_mult = high_maa_damage_tier_2
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stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
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stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
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stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
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stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
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stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
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}
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character_culture_modifier = {
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parameter = strength_in_numbers_maa_limit_bonus
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men_at_arms_limit = 1
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}
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ai_value = {
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base = 1
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directive_to_build_military_modifier = yes
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}
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}
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# Palisades
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palisades_01 = {
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construction_time = standard_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = normal_building_levy_tier_1
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max_garrison = normal_building_max_garrison_tier_1
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_1
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fort_level = normal_building_fort_level_tier_1
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}
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province_modifier = {
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stationed_archers_damage_mult = high_maa_damage_tier_1
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stationed_archers_toughness_mult = normal_maa_toughness_tier_1
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stationed_pikemen_damage_mult = high_maa_damage_tier_1
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stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = palisades_02
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type_icon = "icon_building_palisades.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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palisades_02 = {
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construction_time = standard_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_motte }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = normal_building_levy_tier_2
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max_garrison = normal_building_max_garrison_tier_2
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_2
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fort_level = normal_building_fort_level_tier_2
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}
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province_modifier = {
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stationed_archers_damage_mult = high_maa_damage_tier_2
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stationed_archers_toughness_mult = normal_maa_toughness_tier_2
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stationed_pikemen_damage_mult = high_maa_damage_tier_2
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stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
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}
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|
||||
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
|
||||
}
|
||||
}
|
||||
416
common/buildings/99_background_graphics_buildings.txt
Normal file
416
common/buildings/99_background_graphics_buildings.txt
Normal file
|
|
@ -0,0 +1,416 @@
|
|||
# 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"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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 = {
|
||||
|
|
|
|||
|
|
@ -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" }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue