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
This commit is contained in:
GoTouchSomeGrass314 2026-03-28 14:22:53 +01:00
parent 092d41d14e
commit 4a374f1881
13 changed files with 433 additions and 19 deletions

View file

@ -3952,7 +3952,7 @@ mountain_fortress_lugano_01 = {
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_stone_forts }
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
@ -4052,7 +4052,7 @@ mountain_fortress_bolzano_01 = {
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_stone_forts }
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
@ -4152,7 +4152,7 @@ mountain_fortress_innsbruck_01 = {
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_stone_forts }
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
@ -5799,7 +5799,7 @@ mountain_fortress_imperia_01 = {
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_stone_forts }
scope:holder.culture = { has_innovation = innovation_castle_baileys }
building_requirement_castle_city_church = { LEVEL = 02 }
}
@ -9738,6 +9738,241 @@ air_dock_04 = {
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
##########
# Communal Settlements - peasant and levy bonuses
##########
communal_settlement_01 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_1_effect_desc
can_construct_potential = {
building_communal_settlement_requirement = yes
}
can_construct_showing_failures_only = {
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 01 }
scope:holder.culture = {
has_innovation = innovation_barracks
}
}
is_enabled = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_2
stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
defender_holding_advantage = 2
}
county_modifier = {
levy_size = 0.01
}
levy = normal_building_levy_tier_2
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_02
ai_value = {
base = 20
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
communal_settlement_02 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_2_effect_desc
can_construct_potential = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 02 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
is_enabled = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_4
stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
defender_holding_advantage = 4
}
county_modifier = {
monthly_county_control_growth_add = 0.05
garrison_size = 0.05
levy_size = 0.02
}
levy = normal_building_levy_tier_4
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_03
ai_value = {
base = 10
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
communal_settlement_03 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_3_effect_desc
can_construct_potential = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
is_enabled = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder.culture = {
has_innovation = innovation_castle_baileys
}
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_6
stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
defender_holding_advantage = 6
}
county_modifier = {
monthly_county_control_growth_add = 0.10
garrison_size = 0.05
levy_size = 0.03
}
levy = normal_building_levy_tier_6
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
next_building = communal_settlement_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
communal_settlement_04 = {
construction_time = standard_construction_time
effect_desc = communal_settlement_4_effect_desc
can_construct_potential = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
can_construct = {
building_requirement_castle_city_church = { LEVEL = 04 }
scope:holder.culture = {
has_innovation = innovation_royal_armory
}
}
is_enabled = {
text = province_is_of_a_communal_settlement_faith_tt
building_communal_settlement_requirement = yes
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
monthly_income = super_poor_building_tax_tier_8
stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
defender_holding_advantage = 8
}
county_modifier = {
monthly_county_control_growth_add = 0.15
garrison_size = 0.10
levy_size = 0.05
}
levy = normal_building_levy_tier_8
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_wartburg.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes

View file

@ -12231,6 +12231,94 @@ d_upper_silesia = {
}
}
d_imperial_silesia = {
pattern="pattern_quarter.dds"
color1=yellow
color2=red
color3=black
colored_emblem={
color1=white
texture="ce_crescent_bone.dds"
instance={
position={ 0.280000 0.690000 }
scale={ 0.230000 0.230000 }
depth=1.010000
}
instance={
position={ 0.710000 0.230000 }
scale={ 0.230000 0.230000 }
depth=3.010000
}
}
colored_emblem={
color1=white
texture="ce_cross_09.dds"
instance={
position={ 0.280000 0.710000 }
scale={ 0.070000 0.070000 }
}
instance={
position={ 0.710000 0.250000 }
scale={ 0.060000 0.060000 }
depth=2.010000
}
}
colored_emblem={
color1=white
color2=yellow
color3=black
texture="ce_lion_rampant_crown_forked.dds"
instance={
position={ 0.280000 0.280000 }
scale={ 0.470000 0.470000 }
depth=4.010000
}
}
colored_emblem={
color1=black
color2=red
color3=white
texture="ce_eagle_small.dds"
instance={
position={ 0.710000 0.280000 }
scale={ 0.490000 0.490000 }
depth=5.010000
}
instance={
position={ 0.280000 0.740000 }
scale={ 0.500000 0.500000 }
depth=7.010000
}
}
colored_emblem={
color1=red
texture="ce_ordinary_canton.dds"
instance={
scale={ -1.000000 -1.000000 }
depth=8.010000
}
}
colored_emblem={
color1=white
color2=yellow
color3=grey
texture="ce_eagle_crown.dds"
instance={
position={ 0.710000 0.740000 }
scale={ 0.500000 0.500000 }
depth=6.010000
}
}
}
d_pommerania = {
pattern = "pattern_solid.dds"
color1 = "white"
@ -17678,17 +17766,59 @@ c_litomerice={
c_opava = {
pattern = "pattern_solid.dds"
color1 = "white"
color2 = "red"
pattern="pattern__solid_designer.dds"
color1=blue
color2=yellow
color3=black
colored_emblem={
texture = "ce_pattern_vertical_split_01.dds"
color1 = "white"
color2 = "red"
instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } }
color1=red
texture="ce_shield_01.dds"
instance={
position={ 0.510000 0.460000 }
scale={ 0.110000 0.110000 }
depth=2.010000
}
}
colored_emblem={
color1=white
color2=white
color3=black
texture="ce_horse_statant.dds"
instance={
scale={ 0.700000 0.700000 }
depth=3.010000
}
}
colored_emblem={
color1=yellow
color2=green_light
color3=red
texture="ce_flower.dds"
instance={
position={ 0.620000 0.270000 }
scale={ 0.240000 -0.240000 }
}
}
colored_emblem={
color1=yellow
texture="ce_vair_single.dds"
instance={
position={ 0.510000 0.450000 }
scale={ 0.090000 -0.090000 }
depth=1.010000
}
}
}
c_brno = {
pattern="pattern_barry_04.dds"
color1=white

View file

@ -56,6 +56,7 @@
chemistry_workshop_01
air_dock_01
doggerland_ivory_deposits_01
communal_settlement_01
}
}
@ -142,6 +143,7 @@ city_holding = {
chemistry_workshop_01
air_dock_01
doggerland_ivory_deposits_01
communal_settlement_01
}
can_be_inherited = yes
@ -200,6 +202,7 @@ church_holding = {
chemistry_workshop_01
air_dock_01
doggerland_ivory_deposits_01
communal_settlement_01
}
can_be_inherited = yes
@ -303,6 +306,7 @@ temple_citadel_holding = {
chemistry_workshop_01
air_dock_01
doggerland_ivory_deposits_01
communal_settlement_01
}
can_be_inherited = yes

View file

@ -404,6 +404,7 @@ NEOW_militia = {
has_lifestyle = martial_lifestyle
has_martial_lifestyle_trait_trigger = yes
cp:councillor_marshal = { martial = 13 }
faith = { has_doctrine_parameter = allows_communal_settlement }
}
}
trigger_if = {

View file

@ -5043,6 +5043,7 @@
piety_from_gifts_active = yes
piety_from_marrying_lowborn_active = yes
faith_use_farmer_republics = yes
allows_communal_settlement = yes
}
character_modifier = {

View file

@ -1023,6 +1023,8 @@ militia_raise_limit_existing_militia_buildings = {
militia_building_limit_bonus_1 = 1
militia_building_limit_bonus_2 = 2
militia_building_limit_bonus_3 = 3
militia_building_limit_bonus_4 = 4
gunpowder_raise_limit_existing_gunpowder_units = {
value = 0

View file

@ -981,3 +981,19 @@ building_vineyards_requirement = {
}
}
}
building_communal_settlement_requirement = {
OR = {
scope:holder.faith = {
has_doctrine_parameter = allows_communal_settlement
}
root.faith = {
has_doctrine_parameter = allows_communal_settlement
}
root.culture = {
has_cultural_parameter = allows_communal_settlement
}
}
}

View file

@ -758,6 +758,9 @@
culture = czech
religion = hussite
holding = castle_holding
buildings = {
communal_settlement_01
}
}
4154 = { # Jindřichův Hradec
holding = city_holding

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@ -654,6 +654,17 @@
building_spilberk_castle_01:1 "Špilberk"
building_spilberk_castle_01_desc:0 "Standing tall above the city of Brno, the most important city in Moravia, the Špilberk Castle is the main keep and was the seat of power for many powerful families. Constructed in the 13th century and improved ever since. After the Event, the city and the castle were briefly abandoned, but after people returned, they reconstructed the castle, transforming it not only into a formidable fortress but also into a symbol of prosperity and Moravian identity."
building_type_communal_settlement_01:1 "Communal Settlement"
building_type_communal_settlement_01_desc:1 "$building_communal_settlement_01_desc$"
building_communal_settlement_01:1 "WIP"
building_communal_settlement_01_desc:1 "WIP"
building_communal_settlement_02:1 "WIP"
building_communal_settlement_02_desc:1 "WIP"
building_communal_settlement_03:1 "WIP"
building_communal_settlement_03_desc:1 "WIP"
building_communal_settlement_04:1 "WIP"
building_communal_settlement_04_desc:1 "WIP"
building_type_leclerc_dyeworks_01:1 "Leclerc Dyeworks"
building_type_leclerc_dyeworks_01_desc:1 "Famed throughout the world, Leclerc White is one of the most sought-after dyes, known for its pure white colour. Only made in France, it is produced by scraping off titanium rust from Leclerc tanks, ancient armoured vehicles that even now remain in the major cities they were ordered to defend."
building_leclerc_dyeworks_01:1 "Rust Harvesters"

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@ -36,6 +36,10 @@
tradition_wine_culture_name:0 "Famed Vintners"
tradition_wine_culture_desc:1 "Practice of growing grapes and turning it into wine has been in this culture for generations. Creating long and stretchy vineyards all around the countryside, to create all kinds of wine."
allows_communal_settlement:1 "Unlocks the #color_white $building_type_communal_settlement_01$#! line of [buildings|E]"
culture_parameter_allows_communal_settlement:0 "$allows_communal_settlement$"
doctrine_parameter_allows_communal_settlement:0 "$allows_communal_settlement$"
# MAA Unlocks
culture_parameter_unlock_maa_handgonners:0 "Can recruit [GetMaA('handgonners').GetName] as [men_at_arms|E]"
culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('cowboys').GetName] as [men_at_arms|E]"

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@ -264,3 +264,13 @@
chemistry_workshop_4_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_4')|0]#!"
city_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
city_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
stationed_peasant_militia_damage_add:0 "[stationed|E] [peasant_militia|E] [damage|E]"
stationed_peasant_militia_damage_mult:0 "$stationed_peasant_militia_damage_add$"
stationed_peasant_militia_toughness_add:0 "[stationed|E] [peasant_militia|E] [toughness|E]"
stationed_peasant_militia_toughness_mult:0 "$stationed_peasant_militia_toughness_add$"
communal_settlement_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
communal_settlement_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
communal_settlement_3_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_3')|0]#!"
communal_settlement_4_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_4')|0]#!"

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@ -14,8 +14,3 @@ bhakti_leviathan_nautiluses: "Nautiluses"
bhakti_leviathan_nautiluses_desc:0 "This character follows one of the gods of the blue waters."
bhakti_leviathan_aerosaurs: "Aerosaurs"
bhakti_leviathan_aerosaurs_desc:0 "This character follows one of the gods of war, flight, desolation, and violence: the most prevalent and classical of the Leviathans."
stationed_peasant_militia_damage_add:0 "[stationed|E] [peasant_militia|E] [damage|E]"
stationed_peasant_militia_damage_mult:0 "$stationed_peasant_militia_damage_add$"
stationed_peasant_militia_toughness_add:0 "[stationed|E] [peasant_militia|E] [toughness|E]"
stationed_peasant_militia_toughness_mult:0 "$stationed_peasant_militia_toughness_add$"

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@ -150,3 +150,5 @@
tenet_egalite_desc:0 "There is no such thing as the divine right to rule. One is only a ruler for as long as the Third Estate permits him to be, as the state exists for the people, and is made by the people."
tenet_fraternite_name:0 "Fraternité"
tenet_fraternite_desc:0 "All people are born the same, and must be taught to view other people as brothers. Division and discord caused nothing less than the end of the world, after all."
province_is_of_a_communal_settlement_faith_tt:0 "This [county|E] must follow a [faith|E] that allows the Communal Settlement."