Communal Settlement building + more CoA
Added the Communal Settlement building - tied it to the communal possesions tenet !!!Missing localization and the error message when its disabled doesent work!!! Also added CoA for Imperial Silesia, Ostrava
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092d41d14e
commit
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13 changed files with 433 additions and 19 deletions
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@ -3952,7 +3952,7 @@ mountain_fortress_lugano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4052,7 +4052,7 @@ mountain_fortress_bolzano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4152,7 +4152,7 @@ mountain_fortress_innsbruck_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -5799,7 +5799,7 @@ mountain_fortress_imperia_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -9738,6 +9738,241 @@ air_dock_04 = {
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type_icon = "icon_structure_hosios_loukas.dds"
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ai_value = {
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base = 7
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ai_general_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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##########
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# Communal Settlements - peasant and levy bonuses
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##########
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communal_settlement_01 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_1_effect_desc
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can_construct_potential = {
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder.culture = {
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has_innovation = innovation_barracks
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_1_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_2
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
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defender_holding_advantage = 2
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}
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county_modifier = {
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levy_size = 0.01
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}
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levy = normal_building_levy_tier_2
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_02
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ai_value = {
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base = 20
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ai_tier_1_building_modifier = yes
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ai_general_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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communal_settlement_02 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_2_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_2_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_4
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
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defender_holding_advantage = 4
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.05
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garrison_size = 0.05
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levy_size = 0.02
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}
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levy = normal_building_levy_tier_4
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_03
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ai_value = {
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base = 10
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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communal_settlement_03 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_3_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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cost_gold = expensive_building_tier_3_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_6
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
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defender_holding_advantage = 6
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.10
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garrison_size = 0.05
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levy_size = 0.03
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}
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levy = normal_building_levy_tier_6
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_04
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ai_value = {
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base = 8
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ai_general_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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communal_settlement_04 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_4_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:holder.culture = {
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has_innovation = innovation_royal_armory
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_4_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_8
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
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defender_holding_advantage = 8
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.15
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garrison_size = 0.10
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levy_size = 0.05
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}
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levy = normal_building_levy_tier_8
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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@ -12231,6 +12231,94 @@ d_upper_silesia = {
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}
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}
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d_imperial_silesia = {
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pattern="pattern_quarter.dds"
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color1=yellow
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color2=red
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color3=black
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colored_emblem={
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color1=white
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texture="ce_crescent_bone.dds"
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instance={
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position={ 0.280000 0.690000 }
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scale={ 0.230000 0.230000 }
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depth=1.010000
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}
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instance={
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position={ 0.710000 0.230000 }
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scale={ 0.230000 0.230000 }
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depth=3.010000
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}
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}
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colored_emblem={
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color1=white
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texture="ce_cross_09.dds"
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instance={
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position={ 0.280000 0.710000 }
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scale={ 0.070000 0.070000 }
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}
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instance={
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position={ 0.710000 0.250000 }
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scale={ 0.060000 0.060000 }
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depth=2.010000
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}
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}
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colored_emblem={
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color1=white
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color2=yellow
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color3=black
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texture="ce_lion_rampant_crown_forked.dds"
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instance={
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position={ 0.280000 0.280000 }
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scale={ 0.470000 0.470000 }
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depth=4.010000
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}
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}
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colored_emblem={
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color1=black
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color2=red
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color3=white
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texture="ce_eagle_small.dds"
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instance={
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position={ 0.710000 0.280000 }
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scale={ 0.490000 0.490000 }
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depth=5.010000
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}
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instance={
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position={ 0.280000 0.740000 }
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scale={ 0.500000 0.500000 }
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depth=7.010000
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}
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}
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colored_emblem={
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color1=red
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texture="ce_ordinary_canton.dds"
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instance={
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scale={ -1.000000 -1.000000 }
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depth=8.010000
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}
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}
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colored_emblem={
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color1=white
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color2=yellow
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color3=grey
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texture="ce_eagle_crown.dds"
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instance={
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position={ 0.710000 0.740000 }
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scale={ 0.500000 0.500000 }
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depth=6.010000
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}
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}
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}
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d_pommerania = {
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pattern = "pattern_solid.dds"
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color1 = "white"
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@ -17678,17 +17766,59 @@ c_litomerice={
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c_opava = {
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pattern = "pattern_solid.dds"
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color1 = "white"
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color2 = "red"
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colored_emblem = {
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texture = "ce_pattern_vertical_split_01.dds"
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color1 = "white"
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color2 = "red"
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instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } }
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pattern="pattern__solid_designer.dds"
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color1=blue
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color2=yellow
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color3=black
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colored_emblem={
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color1=red
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texture="ce_shield_01.dds"
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instance={
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position={ 0.510000 0.460000 }
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scale={ 0.110000 0.110000 }
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depth=2.010000
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}
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}
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colored_emblem={
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color1=white
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color2=white
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color3=black
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texture="ce_horse_statant.dds"
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instance={
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scale={ 0.700000 0.700000 }
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depth=3.010000
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}
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}
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colored_emblem={
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color1=yellow
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color2=green_light
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color3=red
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texture="ce_flower.dds"
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instance={
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position={ 0.620000 0.270000 }
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scale={ 0.240000 -0.240000 }
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}
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}
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colored_emblem={
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color1=yellow
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texture="ce_vair_single.dds"
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instance={
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position={ 0.510000 0.450000 }
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scale={ 0.090000 -0.090000 }
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depth=1.010000
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}
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}
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}
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c_brno = {
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pattern="pattern_barry_04.dds"
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color1=white
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@ -56,6 +56,7 @@
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chemistry_workshop_01
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air_dock_01
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doggerland_ivory_deposits_01
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communal_settlement_01
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}
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}
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@ -142,6 +143,7 @@ city_holding = {
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chemistry_workshop_01
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air_dock_01
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doggerland_ivory_deposits_01
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communal_settlement_01
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}
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can_be_inherited = yes
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@ -200,6 +202,7 @@ church_holding = {
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chemistry_workshop_01
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air_dock_01
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doggerland_ivory_deposits_01
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communal_settlement_01
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}
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can_be_inherited = yes
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@ -303,6 +306,7 @@ temple_citadel_holding = {
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chemistry_workshop_01
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air_dock_01
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doggerland_ivory_deposits_01
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communal_settlement_01
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}
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can_be_inherited = yes
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@ -404,6 +404,7 @@ NEOW_militia = {
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has_lifestyle = martial_lifestyle
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has_martial_lifestyle_trait_trigger = yes
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cp:councillor_marshal = { martial = 13 }
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faith = { has_doctrine_parameter = allows_communal_settlement }
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}
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}
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trigger_if = {
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@ -5043,6 +5043,7 @@
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piety_from_gifts_active = yes
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piety_from_marrying_lowborn_active = yes
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faith_use_farmer_republics = yes
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allows_communal_settlement = yes
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}
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character_modifier = {
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@ -1023,6 +1023,8 @@ militia_raise_limit_existing_militia_buildings = {
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militia_building_limit_bonus_1 = 1
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militia_building_limit_bonus_2 = 2
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militia_building_limit_bonus_3 = 3
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militia_building_limit_bonus_4 = 4
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gunpowder_raise_limit_existing_gunpowder_units = {
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value = 0
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@ -980,4 +980,20 @@ building_vineyards_requirement = {
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terrain = hills
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}
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}
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}
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building_communal_settlement_requirement = {
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OR = {
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scope:holder.faith = {
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has_doctrine_parameter = allows_communal_settlement
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}
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root.faith = {
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has_doctrine_parameter = allows_communal_settlement
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}
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root.culture = {
|
||||
has_cultural_parameter = allows_communal_settlement
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue