Common folder updating pt 1
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14 changed files with 2968 additions and 543 deletions
257
N3OW/common/culture/eras/00_culture_eras.txt
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257
N3OW/common/culture/eras/00_culture_eras.txt
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culture_era_tribal = {
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year = 2100
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}
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culture_era_early_medieval = {
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year = 2300
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invalid_for_government = tribal_government
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invalid_for_government = nomad_government
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invalid_for_government = herder_government
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invalid_for_government = wanua_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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## Gakgung Archers
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maa_upgrade = {
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men_at_arms = gakgung_archers
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damage = 5
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toughness = 2
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 6
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 6
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 6
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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pursuit = 6
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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pursuit = 6
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}
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}
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culture_era_high_medieval = {
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year = 2500
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invalid_for_government = tribal_government
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invalid_for_government = nomad_government
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invalid_for_government = herder_government
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invalid_for_government = wanua_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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character_modifier = {
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mercenary_hire_cost_mult = 0.15
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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## Gakgung Archers
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maa_upgrade = {
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men_at_arms = gakgung_archers
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damage = 6
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toughness = 2
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}
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## Fire Lancers
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maa_upgrade = {
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men_at_arms = fire_lancers
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damage = 5
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screen = 3
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 4
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toughness = 4
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 4
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toughness = 4
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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## Accolade Vanguards
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maa_upgrade = {
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men_at_arms = accolade_maa_vanguards
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damage = 10
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toughness = 10
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}
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## Accolade Lancers
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maa_upgrade = {
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men_at_arms = accolade_maa_lancers
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pursuit = 10
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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}
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culture_era_late_medieval = {
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year = 2750
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invalid_for_government = tribal_government
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invalid_for_government = nomad_government
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invalid_for_government = herder_government
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invalid_for_government = wanua_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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character_modifier = {
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mercenary_hire_cost_mult = 0.15
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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## Gakgung Archers
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maa_upgrade = {
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men_at_arms = gakgung_archers
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damage = 8
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toughness = 2
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}
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## Fire Lancers
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maa_upgrade = {
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men_at_arms = fire_lancers
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damage = 8
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screen = 5
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 10
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toughness = 10
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 6
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toughness = 6
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pursuit = 4
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screen = 4
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 10
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toughness = 6
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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damage = 16
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toughness = 16
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pursuit = 20
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screen = 6
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}
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## Accolade Vanguards
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maa_upgrade = {
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men_at_arms = accolade_maa_vanguards
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damage = 10
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toughness = 10
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}
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## Accolade Lancers
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maa_upgrade = {
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men_at_arms = accolade_maa_lancers
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screen = 20
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}
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## Accolade Crossbowers
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maa_upgrade = {
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men_at_arms = accolade_maa_crossbowers
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damage = 10
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toughness = 10
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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damage = 16
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toughness = 6
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pursuit = 20
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screen = 6
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}
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}
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14
N3OW/common/culture/eras/_culture_eras.info
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14
N3OW/common/culture/eras/_culture_eras.info
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name_of_culture_era = { # Key to the name
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year = number # Year when the era can start getting base spread. Must be 0 or greater. Error if it's not set.
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character_modifier = {} # Modifiers of this culture era. This will be applied to the characters of that cuture with valid government.
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culture_modifier = {} # Modifier of this culture era applied to the culture itself.
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county_modifier = {} # Modifier of this culture era applied to counties of the culture.
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province_modifier = {} # Modifier of this culture era applied to provinces in a county of the culture.
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unlock_building = key # key of a building that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_decision = key # key of a decicion that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_casus_belli = key # key of a casus belli that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_maa = key # key of a regiment that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_law = key # key of a law that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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invalid_for_government = key # key of a govebrnment that can't use the innovations in this era. There can be more than one.
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custom = loc_key # A custom effect description that will be added to the list of effects
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}
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@ -0,0 +1,372 @@
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#### Local Types ####
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@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
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@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
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@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
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@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
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@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
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@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
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@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
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@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
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@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
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@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
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@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
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@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
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@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
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@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
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@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
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@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
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@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
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@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
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@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
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@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
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@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
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@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
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@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
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@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
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@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
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@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
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@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
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@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
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@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
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@coinage = "gfx/interface/icons/culture_innovations/innovation_coinage.dds"
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@horseshoes = "gfx/interface/icons/culture_innovations/innovation_horseshoes.dds"
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@cloud_ladder = "gfx/interface/icons/culture_innovations/innovation_auh_cloud_ladder.dds"
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@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
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@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
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@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
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@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
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#culture_group_military
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innovation_battlements = {
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skill = stewardship
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @fortifications
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custom = unlock_early_medieval_fortification_buildings
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custom = unlock_fortification_rights_contract
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character_modifier = {
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men_at_arms_maintenance = -0.05
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_mangonel = {
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skill = learning
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @siege_weapons
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custom = unlock_siege_maa_second_level
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custom = eligible_accolade_besieger_attribute
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asset = {
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trigger = {
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OR = {
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has_cultural_pillar = heritage_chinese
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has_cultural_pillar = heritage_japonic
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has_cultural_pillar = heritage_korean
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}
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}
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icon = @cloud_ladder
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name = innovation_mangonel_chinese
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_burhs = { # Stone Forts in-game
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skill = stewardship
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @civil_construction_2
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# Suki (柵)
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asset = {
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trigger = {
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has_cultural_pillar = heritage_japonic
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}
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icon = @civil_construction_2
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name = innovation_burhs_japan
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}
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# Wu Bi/Wū Bì (塢壁)
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asset = {
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trigger = {
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has_cultural_pillar = heritage_chinese
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}
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icon = @civil_construction_2
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name = innovation_burhs_chinese
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}
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# Burhs
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asset = {
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trigger = {
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has_cultural_pillar = heritage_west_germanic
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}
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icon = @civil_construction_2
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name = innovation_burhs_anglo_saxon
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}
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# Castra
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asset = {
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trigger = {
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has_cultural_pillar = heritage_latin
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}
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icon = @civil_construction_2
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name = innovation_burhs_latin
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}
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custom = unlock_early_medieval_military_buildings
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character_modifier = {
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levy_size = 0.05
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_house_soldiers = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @maa_01
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character_modifier = {
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men_at_arms_cap = 1
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men_at_arms_limit = 3
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_horseshoes = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @horseshoes
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character_modifier = {
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movement_speed = 0.1
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_arched_saddle = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @knight
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custom = unlock_maa_armored_horsemen
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custom = eligible_accolade_lancer_attribute
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flag = global_regular
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flag = early_medieval_era_regular
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}
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#culture_group_civic
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innovation_hereditary_rule = {
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @majesty_02
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unlock_law = partition_succession_law
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_manorialism = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @fortifications
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custom = unlock_early_medieval_economic_buildings
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custom = more_parochial
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character_modifier = {
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build_speed = -0.1
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_development_02 = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @nobility_03
|
||||
|
||||
custom = reduce_develop_county_penalty_02
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_currency_02 = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @coinage
|
||||
|
||||
custom = unlock_coinage_rights_contract
|
||||
|
||||
character_modifier = {
|
||||
development_growth_factor = 0.1
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_royal_prerogative = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @majesty_01
|
||||
|
||||
unlock_law = crown_authority_2
|
||||
unlock_law = crown_authority_3
|
||||
custom = more_courtly
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_chronicle_writing = {
|
||||
skill = learning
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @administration_3
|
||||
|
||||
custom = multiple_claim_wars
|
||||
custom = cb_discount_prestige_10
|
||||
custom = more_zealot
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_armilary_sphere = {
|
||||
skill = learning
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @misc_inventions
|
||||
|
||||
character_modifier = {
|
||||
naval_movement_speed_mult = 0.25
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
innovation_baliffs = { # Magistrates in-game
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @leadership_1
|
||||
|
||||
asset = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_frankish
|
||||
has_cultural_pillar = heritage_central_germanic
|
||||
has_cultural_pillar = heritage_west_germanic
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_brythonic
|
||||
has_cultural_pillar = heritage_goidelic
|
||||
}
|
||||
}
|
||||
icon = @leadership_1
|
||||
name = innovation_baliffs_bailiffs
|
||||
}
|
||||
|
||||
asset = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_latin
|
||||
has_cultural_pillar = heritage_byzantine
|
||||
}
|
||||
}
|
||||
icon = @leadership_1
|
||||
name = innovation_baliffs_latin
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
building_slot_add = 1
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
tax_slot_add = 1
|
||||
}
|
||||
custom = more_glory_hounds
|
||||
|
||||
flag = global_regular
|
||||
flag = early_medieval_era_regular
|
||||
}
|
||||
|
||||
### culture_group_regional ###
|
||||
|
||||
innovation_reconquista = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_early_medieval
|
||||
region = world_europe_west_iberia
|
||||
icon = @leadership_2
|
||||
|
||||
custom = cb_discount_piety_10
|
||||
custom = more_zealot
|
||||
character_modifier = {
|
||||
monthly_piety_gain_mult = 0.1
|
||||
}
|
||||
|
||||
flag = global_regional
|
||||
flag = early_medieval_era_regional
|
||||
}
|
||||
|
||||
innovation_stem_duchies = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
region = custom_europe_western_germany
|
||||
icon = @majesty_03
|
||||
|
||||
custom = same_culture_group_reduced_factionalism
|
||||
character_modifier = {
|
||||
courtly_opinion = 5
|
||||
}
|
||||
|
||||
flag = global_regional
|
||||
flag = early_medieval_era_regional
|
||||
}
|
||||
|
||||
innovation_ghilman = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_early_medieval
|
||||
region = world_middle_east_arabia
|
||||
icon = @maa_02
|
||||
|
||||
character_modifier = {
|
||||
men_at_arms_maintenance = -0.15
|
||||
}
|
||||
|
||||
flag = global_regional
|
||||
flag = early_medieval_era_regional
|
||||
}
|
||||
69
N3OW/common/culture/innovations/00_fp3_innovations.txt
Normal file
69
N3OW/common/culture/innovations/00_fp3_innovations.txt
Normal file
|
|
@ -0,0 +1,69 @@
|
|||
#### Local Types ####
|
||||
@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
|
||||
@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
|
||||
@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
|
||||
@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
|
||||
@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
|
||||
@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
|
||||
@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
|
||||
@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
|
||||
@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
|
||||
@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
|
||||
@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
|
||||
@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
|
||||
@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
|
||||
@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
|
||||
@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
|
||||
@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
|
||||
@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
|
||||
@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
|
||||
@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
|
||||
@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
|
||||
@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
|
||||
@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
|
||||
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
|
||||
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
|
||||
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
|
||||
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
|
||||
|
||||
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
|
||||
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
|
||||
@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
|
||||
@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
|
||||
|
||||
# Innovations that can only be discovered by a court scholar
|
||||
fp3_innovation_mural_sextant = {
|
||||
skill = learning
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_early_medieval
|
||||
icon = @misc_inventions
|
||||
|
||||
potential = {
|
||||
has_fp3_dlc_trigger = yes
|
||||
has_innovation = fp3_innovation_mural_sextant
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
monthly_learning_lifestyle_xp_gain_mult = 0.05
|
||||
character_capital_county_monthly_development_growth_add = 0.2
|
||||
character_capital_monthly_county_fertility_growth_add = 0.2
|
||||
}
|
||||
}
|
||||
|
||||
fp3_innovation_fritware = {
|
||||
skill = learning
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @misc_inventions
|
||||
|
||||
potential = {
|
||||
has_fp3_dlc_trigger = yes
|
||||
has_innovation = fp3_innovation_fritware
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_tax_mult = 0.05
|
||||
}
|
||||
|
||||
custom = fp3_innovation_fritware_tooltip
|
||||
}
|
||||
420
N3OW/common/culture/innovations/00_tribal_innovations.txt
Normal file
420
N3OW/common/culture/innovations/00_tribal_innovations.txt
Normal file
|
|
@ -0,0 +1,420 @@
|
|||
#### Local Types ####
|
||||
@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
|
||||
@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
|
||||
@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
|
||||
@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
|
||||
@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
|
||||
@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
|
||||
@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
|
||||
@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
|
||||
@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
|
||||
@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
|
||||
@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
|
||||
@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
|
||||
@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
|
||||
@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
|
||||
@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
|
||||
@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
|
||||
@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
|
||||
@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
|
||||
@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
|
||||
@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
|
||||
@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
|
||||
@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
|
||||
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
|
||||
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
|
||||
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
|
||||
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
|
||||
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
|
||||
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
|
||||
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
|
||||
@quilted_armor = "gfx/interface/icons/culture_innovations/innovation_quilted_armor.dds"
|
||||
@currency = "gfx/interface/icons/culture_innovations/innovation_currency.dds"
|
||||
@farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
|
||||
@plenary_assemblies = "gfx/interface/icons/culture_innovations/innovation_plenary_assemblies.dds"
|
||||
@siege_crossbow = "gfx/interface/icons/culture_innovations/innovation_auh_ballista.dds"
|
||||
|
||||
|
||||
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
|
||||
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
|
||||
@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
|
||||
@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
|
||||
|
||||
|
||||
#culture_group_military
|
||||
innovation_motte = { # Earthworks in-game
|
||||
skill = stewardship
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @fortifications
|
||||
|
||||
asset = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_frankish
|
||||
has_cultural_pillar = heritage_central_germanic
|
||||
has_cultural_pillar = heritage_west_germanic
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
has_cultural_pillar = heritage_iberian
|
||||
has_cultural_pillar = heritage_brythonic
|
||||
has_cultural_pillar = heritage_goidelic
|
||||
has_cultural_pillar = heritage_latin
|
||||
has_cultural_pillar = heritage_west_slavic
|
||||
}
|
||||
}
|
||||
icon = @fortifications
|
||||
name = innovation_motte_actual_motte
|
||||
}
|
||||
|
||||
asset = {
|
||||
trigger = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
}
|
||||
icon = @fortifications
|
||||
name = innovation_motte_chinese
|
||||
}
|
||||
|
||||
custom = unlock_tribal_fortification_buildings
|
||||
|
||||
parameters = {
|
||||
nomad_motte_innovation_bonus = yes
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_catapult = {
|
||||
skill = learning
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @siege_weapons
|
||||
|
||||
custom = unlock_siege_maa_first_level
|
||||
|
||||
asset = {
|
||||
trigger = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
has_cultural_pillar = heritage_japonic
|
||||
has_cultural_pillar = heritage_korean
|
||||
}
|
||||
}
|
||||
icon = @siege_crossbow
|
||||
name = innovation_catapult_chinese
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_barracks = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @levy_building
|
||||
|
||||
custom = unlock_tribal_military_buildings
|
||||
|
||||
character_modifier = {
|
||||
herd_capacity_mult = 0.05
|
||||
levy_attack = 2
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_mustering_grounds = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @leadership_2
|
||||
|
||||
character_modifier = {
|
||||
men_at_arms_cap = 1
|
||||
men_at_arms_limit = 2
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_bannus = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @raised_banner
|
||||
|
||||
custom = unlock_march_contract
|
||||
custom = unlock_castellan_contract
|
||||
|
||||
character_modifier = {
|
||||
levy_reinforcement_rate = 0.15
|
||||
active_accolades = 1
|
||||
herd_conversion = 0.005
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_quilted_armor = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @quilted_armor
|
||||
|
||||
custom = unlock_maa_armored_footmen
|
||||
custom = eligible_accolade_vanguard_attribute
|
||||
|
||||
character_modifier = {
|
||||
nomadic_horde_toughness_mult = 0.02
|
||||
levy_toughness = 2
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_development_01 = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @civil_construction_1
|
||||
|
||||
custom = reduce_develop_county_penalty_01
|
||||
|
||||
character_modifier = {
|
||||
county_fertility_growth_mult = 0.05
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_currency_01 = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @currency
|
||||
|
||||
character_modifier = {
|
||||
development_growth_factor = 0.1
|
||||
monthly_income_from_herd_mult = 0.05
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
#culture_group_civic
|
||||
innovation_gavelkind = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @administration_3
|
||||
|
||||
unlock_law = confederate_partition_succession_law
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 1
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_crop_rotation = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @farm
|
||||
|
||||
custom = unlock_tribal_economic_buildings
|
||||
|
||||
character_modifier = {
|
||||
county_fertility_growth_mult = 0.05
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_city_planning = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @civil_construction_2
|
||||
|
||||
unlock_building = city_01
|
||||
unlock_building = temple_01
|
||||
unlock_building = monastic_schools_01
|
||||
unlock_building = megalith_01
|
||||
unlock_building = market_villages_01
|
||||
|
||||
character_modifier = {
|
||||
herd_capacity_mult = 0.05
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_casus_belli = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @administration_1
|
||||
|
||||
unlock_casus_belli = individual_county_de_jure_cb
|
||||
unlock_casus_belli = individual_duchy_de_jure_cb
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_plenary_assemblies = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @plenary_assemblies
|
||||
|
||||
unlock_law = crown_authority_1
|
||||
|
||||
unlock_building = tribe_02
|
||||
|
||||
character_modifier = {
|
||||
vassal_herd_contribution_mult = 0.02
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
innovation_ledger = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @administration_2
|
||||
|
||||
county_modifier = {
|
||||
building_slot_add = 1
|
||||
}
|
||||
character_modifier = {
|
||||
monthly_income_from_herd_mult = 0.05
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
flag = tribal_era_regular
|
||||
}
|
||||
|
||||
### culture_group_regional ###
|
||||
|
||||
innovation_table_of_princes = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
icon = @nobility_01
|
||||
|
||||
potential = {
|
||||
OR = {
|
||||
#West Slavic
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
}
|
||||
}
|
||||
|
||||
unlock_law = single_heir_dynasty_house
|
||||
custom = unlock_single_heir_dynasty_house_changing
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
innovation_longboats = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
region = world_europe_north
|
||||
icon = @longboats
|
||||
|
||||
character_modifier = {
|
||||
embarkation_cost_mult = -0.75
|
||||
naval_movement_speed_mult = 0.25
|
||||
}
|
||||
|
||||
custom = unlocks_naval_raiding
|
||||
custom = unlocks_sailable_major_rivers
|
||||
custom = unlocks_adventure_intent
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
innovation_elephantry = {
|
||||
skill = stewardship
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
region = world_innovation_elephants
|
||||
icon = @elephant
|
||||
|
||||
unlock_building = elephant_pens_01
|
||||
|
||||
custom = eligible_accolade_elephantry_attribute
|
||||
custom = domicile_building_parameter_camp_reinforce_elephant_regiments_anywhere
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
innovation_war_camels = {
|
||||
skill = stewardship
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
region = world_innovation_camels
|
||||
icon = @camel
|
||||
|
||||
unlock_maa = camel_rider
|
||||
unlock_building = camel_farms_01
|
||||
|
||||
custom = eligible_accolade_camelry_attribute
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
innovation_wootz_steel = {
|
||||
skill = learning
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
region = world_india_deccan
|
||||
icon = @weapons_and_armor_01
|
||||
|
||||
character_modifier = {
|
||||
prowess = 1
|
||||
}
|
||||
custom = unlock_wind_furnaces
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
innovation_african_canoes = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
region = world_africa_west
|
||||
icon = @majesty_01
|
||||
|
||||
character_modifier = {
|
||||
embarkation_cost_mult = -0.25
|
||||
raid_speed = 0.1
|
||||
}
|
||||
|
||||
custom = unlocks_naval_raiding
|
||||
custom = unlocks_sailable_major_rivers
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
86
N3OW/common/culture/innovations/01_fp1_innovations.txt
Normal file
86
N3OW/common/culture/innovations/01_fp1_innovations.txt
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
#### Local Types ####
|
||||
@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
|
||||
@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
|
||||
@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
|
||||
@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
|
||||
@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
|
||||
@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
|
||||
@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
|
||||
@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
|
||||
@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
|
||||
@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
|
||||
@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
|
||||
@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
|
||||
@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
|
||||
@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
|
||||
@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
|
||||
@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
|
||||
@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
|
||||
@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
|
||||
@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
|
||||
@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
|
||||
@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
|
||||
@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
|
||||
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
|
||||
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
|
||||
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
|
||||
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
|
||||
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
|
||||
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
|
||||
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
|
||||
|
||||
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
|
||||
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
|
||||
@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
|
||||
@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
|
||||
|
||||
|
||||
# Culture-Specific Innovations
|
||||
innovation_varangian_adventurers = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_tribal
|
||||
icon = @hird
|
||||
|
||||
potential = {
|
||||
has_fp1_dlc_trigger = yes
|
||||
OR = {
|
||||
has_innovation = innovation_varangian_adventurers
|
||||
has_cultural_pillar = heritage_north_germanic
|
||||
|
||||
# Frankish
|
||||
this = culture:norman
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:norse #Norman
|
||||
}
|
||||
this = culture:estonian
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:estonian #Estonian
|
||||
}
|
||||
}
|
||||
NOT = { has_cultural_era_or_later = culture_era_early_medieval }
|
||||
}
|
||||
|
||||
custom = unlock_varangian_adventurer_cb
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
|
||||
# Regional Innovations
|
||||
innovation_all_things = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_tribal
|
||||
region = world_europe_north
|
||||
icon = @raised_banner
|
||||
|
||||
potential = { has_fp1_dlc_trigger = yes }
|
||||
|
||||
custom = unlocks_authority_cooldown_breaking
|
||||
custom = more_belligerents
|
||||
character_modifier = { tribal_government_vassal_opinion = 5 }
|
||||
|
||||
flag = global_regional
|
||||
flag = tribal_era_regional
|
||||
}
|
||||
28
N3OW/common/culture/innovations/02_ce1_innovations.txt
Normal file
28
N3OW/common/culture/innovations/02_ce1_innovations.txt
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#### CE1 Types ####
|
||||
@innovation_welfare_02 = "gfx/interface/icons/culture_innovations/innovation_welfare_02.dds"
|
||||
|
||||
|
||||
# Culture-Specific Innovations
|
||||
innovation_sanitation = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_high_medieval
|
||||
icon = @innovation_welfare_02
|
||||
|
||||
potential = {
|
||||
OR = {
|
||||
has_cultural_pillar = heritage_byzantine
|
||||
has_cultural_pillar = heritage_arabic
|
||||
has_cultural_pillar = heritage_syriac
|
||||
}
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
epidemic_resistance = 10
|
||||
}
|
||||
|
||||
#custom = unlocks_innovation_sanitation
|
||||
|
||||
flag = global_regional
|
||||
flag = high_medieval_era_regional
|
||||
}
|
||||
143
N3OW/common/culture/innovations/_culture_innovations.info
Normal file
143
N3OW/common/culture/innovations/_culture_innovations.info
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
##############################################################
|
||||
# Structure
|
||||
#
|
||||
# Culture Innovations are templates for technologies bound to an era and possibly to cultural/regional requirements.
|
||||
# These files generate the CultureInnovationType database. You can also interact with Culture Innovation Types as scoped objects, usually within the scope of a Culture.
|
||||
# Cultures gradually unlock Innovations based on era and the skills of its Culture Head.
|
||||
##############################################################
|
||||
|
||||
|
||||
# Key of the innovation
|
||||
# This will also serve as fallback localization key: the generic innovation will use its key as loc key for the name, and append "_desc" to generate the loc key for its description.
|
||||
name_of_culture_innovation = {
|
||||
|
||||
# key to the cultural era this innovation belongs, e.g. culture_era_early_medieval. Refer to 00_culture_eras.txt for a list of available eras.
|
||||
culture_era = key
|
||||
|
||||
# Innovation group. Can be: culture_group_military, culture_group_civic or culture_group_regional.
|
||||
group = group_name
|
||||
|
||||
# Path to the default icon to show. If not set will use the default icon defined in NGameIcons::DEFAULT_CULTURE_INNOVATION_TYPE_ICON_PATH
|
||||
icon = path
|
||||
|
||||
# The Skill the Head of Culture will use to compute fascination bonuses. Can be one of:
|
||||
# * learning
|
||||
# * martial
|
||||
# * stewardship
|
||||
# * diplomacy
|
||||
# * intrigue
|
||||
# Set to learning by default.
|
||||
skill = skill_name
|
||||
|
||||
# the weight that will be used to randomly pick the innovation when selecting Spread (for AI Culture Heads)
|
||||
# root = the culture head evaluating this innovation
|
||||
ai_weight_for_spread = {
|
||||
value = 1
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = education_martial
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
}
|
||||
|
||||
# root = culture
|
||||
# scope:character = cultural head
|
||||
ai_weight_for_fascination = {
|
||||
value = blah
|
||||
scope:character = {}
|
||||
}
|
||||
|
||||
# Optional list of triggered assets. The innovation, when possible, will take the first asset that satisfies its trigger and use its members to style its name and icon.
|
||||
# This style is calculated on startup or when a new culture is created and then never updated.
|
||||
# When dealing with generic innovation types (that are not directly tied to a culture) this mechanism is not active.
|
||||
# The order of definition of the assets matters: put higher priority assets first.
|
||||
asset = {
|
||||
|
||||
# culture-scoped trigger for deciding whether a culture is supposed to use this asset.
|
||||
# please base this trigger on static data related to the culture, like aesthetics or heritage.
|
||||
# We don't guarantee that the game is in a fully completed state during evaluation.
|
||||
trigger = {}
|
||||
|
||||
# the base loc key to use in this case. optional, but at least one between name and icon must be defined.
|
||||
name = culture_specific_name
|
||||
|
||||
# the icon to use in this case. optional, but at least one between name and icon must be defined.
|
||||
icon = path_to_culture_specific_icon
|
||||
}
|
||||
|
||||
# Optional key of the region where this innovation can start getting base progress.
|
||||
# If defined, the culture needs to be present in a minimum number of provinces in this region in order to be eligible.
|
||||
# Empty means anywhere.
|
||||
region = key
|
||||
|
||||
# Trigger to check if it can be unlocked by the culture. In contrast to can_progress it will be hidden otherwise. Scope: culture Default: always = yes
|
||||
potential = {}
|
||||
|
||||
# To check if it can start being exposed. Scope: culture Default: always = yes
|
||||
can_progress = {}
|
||||
|
||||
# Modifiers of this culture innovation. This will be applied to the characters of that cuture.
|
||||
character_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to the culture itself.
|
||||
culture_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to counties of the culture.
|
||||
county_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to provinces in a county of the culture.
|
||||
province_modifier = {}
|
||||
|
||||
# optionally add parameters to the innovation. They are defined in the same way as traits and traditions, and can be queried via script triggers.
|
||||
parameters = {
|
||||
|
||||
# Only boolean parameters are currently supported
|
||||
parameter_name = yes/no
|
||||
}
|
||||
|
||||
# Optional flag, relevant for the has_all_innovations trigger. Can list any number of flags for each innovation.
|
||||
flag = flag_name
|
||||
|
||||
# key of a building that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manlually blocked on the object itself.
|
||||
unlock_building = key
|
||||
# key of a decicion that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manlually blocked on the object itself.
|
||||
unlock_decision = key
|
||||
# key of a casus belli that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manually blocked on the object itself.
|
||||
unlock_casus_belli = key
|
||||
# key of a regiment that can be unlocked. There can be more than one. Actually does unlock the MaA.
|
||||
unlock_maa = key
|
||||
# key of a law that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manually blocked on the object itself.
|
||||
unlock_law = key
|
||||
# A custom effect description that will be added to the list of effects. You can specify more than one.
|
||||
custom = loc_key
|
||||
|
||||
# Optional upgrades to existing MaA. You can specify more than one.
|
||||
maa_upgrade = {
|
||||
# The base MaA type to upgrade
|
||||
type = cavalry
|
||||
damage = 0.1
|
||||
toughness = 0.1
|
||||
pursue = 0.1
|
||||
screen = 0.1
|
||||
siege_value = 0.1
|
||||
max_size = 1
|
||||
}
|
||||
}
|
||||
|
||||
### Innovation flags:
|
||||
# flag = global_maa
|
||||
# flag = global_regular
|
||||
# flag = tribal_era_regular
|
||||
# flag = early_medieval_era_regular
|
||||
# flag = high_medieval_era_regular
|
||||
# flag = late_medieval_era_regular
|
||||
#
|
||||
# flag = global_regional
|
||||
# flag = tribal_era_regional
|
||||
# flag = early_medieval_era_regional
|
||||
# flag = high_medieval_era_regional
|
||||
# flag = late_medieval_era_regional
|
||||
#
|
||||
# flag = silk_road_innovation
|
||||
1438
N3OW/common/culture/name_equivalency/00_names.txt
Normal file
1438
N3OW/common/culture/name_equivalency/00_names.txt
Normal file
File diff suppressed because it is too large
Load diff
13
N3OW/common/culture/name_equivalency/_info.info
Normal file
13
N3OW/common/culture/name_equivalency/_info.info
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
This folder ties names from different cultures to one another.
|
||||
When changing culture, if the character's current name is equivalent to a name in the resulting culture, the character will change name.
|
||||
|
||||
== Format ==
|
||||
For men, the names "Henrik", "Heinrich", and "Henrich" will be considered the same for naming purposes.
|
||||
henrik_male = { "Henrik" "Heinrich" "Henrich" }
|
||||
Lack of a postfix will also be interpreted as male.
|
||||
|
||||
For women, the names "Matilda" and "Mathilda" will be considered the same for naming purposes.
|
||||
matilda_female = { "Matilda" "Mathilda" }
|
||||
|
||||
The keys are arbitrary except "_male" or "_female" at the end.
|
||||
|
||||
73
N3OW/common/culture/name_lists/_name_lists.info
Normal file
73
N3OW/common/culture/name_lists/_name_lists.info
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
Handles virtually everything regarding naming in cultures.
|
||||
Each culture uses "name_list = key" to pick a name list.
|
||||
|
||||
== Structure ==
|
||||
name_list_key = {
|
||||
### Will use founders name when creating new dynasties or cadet branches ( bool )
|
||||
# Default: no
|
||||
founder_named_dynasties = no
|
||||
|
||||
### Can house name be used as realm name on the map ( bool )
|
||||
# Default: no
|
||||
house_based_map_names = yes
|
||||
|
||||
### Can suggest names from within family ( bool )
|
||||
# Default: yes
|
||||
suggest_family_names = yes
|
||||
|
||||
### Can suggest names from an ancestor ( bool )
|
||||
# Default: yes
|
||||
suggest_ancestor_names = yes
|
||||
|
||||
mercenary_names = { # Names and CoAs that can be used by mercenaries of this culture
|
||||
{ name = "mercenary_company_name1" coat_of_arms = "mercenary_company_coa1" }
|
||||
{ name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" }
|
||||
...
|
||||
}
|
||||
|
||||
male_names = {
|
||||
10 = { // The weight for this group of names, the higher, the more common the name is
|
||||
commonNameA commonNameB_baseA commonNameC commonNameD_baseA // A list of names, nameX_baseY means that nameX is a variant of a base name baseY (e.g. John_John Jan_John Ian_John)
|
||||
}
|
||||
1 = {
|
||||
rareNameA rareNameB
|
||||
}
|
||||
}
|
||||
|
||||
female_names = { // Names can also be defined as a single list with no weights
|
||||
nameA_baseB nameB nameC_baseB
|
||||
}
|
||||
|
||||
dynasty_names = { // Dynasty name list, similar to male_names/female_names, just without weights
|
||||
{ dynnp_von dynn_Pommern } // but it supports defining prefixes in addition to base names. The {} are required then
|
||||
{ dynn_Orsini } // prefixes are optional
|
||||
dynn_Fournier // and so are the {} when not using a prefix
|
||||
}
|
||||
dynasty_of_location_prefix = "dynnp_von" // when generating a dynasty name based on a title, add this prefix
|
||||
|
||||
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
|
||||
pat_grf_name_chance = 50
|
||||
mat_grf_name_chance = 5
|
||||
father_name_chance = 10
|
||||
|
||||
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
|
||||
pat_grm_name_chance = 10
|
||||
mat_grm_name_chance = 50
|
||||
mother_name_chance = 5
|
||||
|
||||
# Patronyms. Names after the primary parent. Can use both prefix and suffix together ("McDavidson"). _vowel is used for when the parent's name starts with a vowel.
|
||||
patronym_prefix_male = "dynnpat_pre_mac"
|
||||
patronym_prefix_male_vowel = "dynnpat_pre_vow_mag"
|
||||
patronym_prefix_female = "dynnpat_pre_nic"
|
||||
patronym_prefix_female_vowel = "dynnpat_pre_vow_nig"
|
||||
|
||||
patronym_suffix_male = "dynnpat_suf_son"
|
||||
patronym_suffix_female = "dynnpat_suf_sdaughter"
|
||||
|
||||
# Patronyms will display in names if:
|
||||
# - the Character's culture has "always_use_patronym = yes", or
|
||||
# - the Character's government has "always_use_patronym = yes", or
|
||||
# - the Character's Liege's government has "always_use_patronym = yes"
|
||||
# Default is no.
|
||||
always_use_patronym = yes
|
||||
}
|
||||
|
|
@ -1,543 +0,0 @@
|
|||
HoldingNoHoldingTerrainRoaming = {
|
||||
type = province
|
||||
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = no_holding_roaming
|
||||
trigger = {
|
||||
has_holding = no
|
||||
NOR = {
|
||||
terrain = farmlands
|
||||
terrain = taiga
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = holding_roaming
|
||||
fallback = yes
|
||||
}
|
||||
}
|
||||
|
||||
HoldingNoHoldingTerrainRoamingTooltip = {
|
||||
type = province
|
||||
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = no_holding_roaming_tooltip
|
||||
trigger = {
|
||||
has_holding = no
|
||||
NOR = {
|
||||
terrain = farmlands
|
||||
terrain = taiga
|
||||
terrain = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = holding_roaming_tooltip
|
||||
fallback = yes
|
||||
}
|
||||
}
|
||||
|
||||
RoamingIntroTerrainSnippet = {
|
||||
type = province
|
||||
|
||||
random_valid = yes
|
||||
|
||||
### Forest, Jungle, or Taiga ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_forest
|
||||
trigger = {
|
||||
roaming_activity_intro_base_three_trigger = {
|
||||
TERRAIN = forest
|
||||
TERRAIN_2 = taiga
|
||||
TERRAIN_3 = jungle
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_forest_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_three_trigger = {
|
||||
TERRAIN = forest
|
||||
TERRAIN_2 = taiga
|
||||
TERRAIN_3 = jungle
|
||||
}
|
||||
}
|
||||
}
|
||||
### Forest or Taiga Winter ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_forest_winter
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_two_trigger = {
|
||||
TERRAIN = forest
|
||||
TERRAIN_2 = taiga
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_forest_winter_2
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_two_trigger = {
|
||||
TERRAIN = forest
|
||||
TERRAIN_2 = taiga
|
||||
}
|
||||
}
|
||||
}
|
||||
### Forest or Jungle Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_forest_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_two_trigger = {
|
||||
TERRAIN = forest
|
||||
TERRAIN_2 = jungle
|
||||
}
|
||||
}
|
||||
}
|
||||
### Mountain ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_mountain
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = mountains }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_mountain_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = mountains }
|
||||
}
|
||||
}
|
||||
### Mountain Winter ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_mountain_winter
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_trigger = { TERRAIN = mountains }
|
||||
}
|
||||
}
|
||||
### Mountain Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_mountain_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = mountains }
|
||||
}
|
||||
}
|
||||
### Hills ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_hills
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = hills }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_hills_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = hills }
|
||||
}
|
||||
}
|
||||
### Hills Winter ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_hills_winter
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_trigger = { TERRAIN = hills }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_hills_winter_2
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_trigger = { TERRAIN = hills }
|
||||
}
|
||||
}
|
||||
### Hills Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_hills_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = hills }
|
||||
}
|
||||
}
|
||||
### Plains or Steppe ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_plains
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = plains
|
||||
TERRAIN_2 = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_plains_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = plains
|
||||
TERRAIN_2 = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
### Plains or Steppe Winter ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_plains_winter
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_two_trigger = {
|
||||
TERRAIN = plains
|
||||
TERRAIN_2 = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_plains_winter_2
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_two_trigger = {
|
||||
TERRAIN = plains
|
||||
TERRAIN_2 = steppe
|
||||
}
|
||||
}
|
||||
}
|
||||
### Plains Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_plains_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = plains }
|
||||
}
|
||||
}
|
||||
### Farmlands or Floodplains ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_farmlands
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = farmlands
|
||||
TERRAIN_2 = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_farmlands_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = farmlands
|
||||
TERRAIN_2 = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
### Farmlands Winter ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_farmlands_winter
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_trigger = { TERRAIN = farmlands }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_farmlands_winter_2
|
||||
trigger = {
|
||||
roaming_activity_intro_winter_trigger = { TERRAIN = farmlands }
|
||||
}
|
||||
}
|
||||
### Farmlands or Floodplains Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_farmlands_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_two_trigger = {
|
||||
TERRAIN = farmlands
|
||||
TERRAIN_2 = floodplains
|
||||
}
|
||||
}
|
||||
}
|
||||
### Desert or Drylands ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = desert
|
||||
TERRAIN_2 = drylands
|
||||
}
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_two_trigger = {
|
||||
TERRAIN = desert
|
||||
TERRAIN_2 = drylands
|
||||
}
|
||||
}
|
||||
}
|
||||
### Desert or Drylands Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_two_trigger = {
|
||||
TERRAIN = desert
|
||||
TERRAIN_2 = drylands
|
||||
}
|
||||
}
|
||||
}
|
||||
### Desert Mountains ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert_mountains
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert_mountains_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = desert_mountains }
|
||||
}
|
||||
}
|
||||
### Desert Mountains Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_desert_mountains_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = desert_mountains }
|
||||
}
|
||||
}
|
||||
### Oasis ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_oasis
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = oasis }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_oasis_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = oasis }
|
||||
}
|
||||
}
|
||||
### Oasis Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_oasis_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = oasis }
|
||||
}
|
||||
}
|
||||
### Wetlands ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_wetlands
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = wetlands }
|
||||
}
|
||||
}
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_wetlands_2
|
||||
trigger = {
|
||||
roaming_activity_intro_base_trigger = { TERRAIN = wetlands }
|
||||
}
|
||||
}
|
||||
### Wetlands Monsoon ###
|
||||
text = {
|
||||
setup_scope = { save_scope_as = ThisLocation }
|
||||
localization_key = roaming_intro_terrain_snippet_wetlands_monsoon
|
||||
trigger = {
|
||||
roaming_activity_intro_monsoon_trigger = { TERRAIN = wetlands }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RoamingIntroSecondHalf = {
|
||||
type = province
|
||||
|
||||
### Generic
|
||||
text = {
|
||||
localization_key = roaming_intro_second_half_generic
|
||||
fallback = yes
|
||||
trigger = {
|
||||
roaming_activity_winter_trigger = no
|
||||
roaming_activity_monsoon_trigger = no
|
||||
}
|
||||
}
|
||||
|
||||
### Winter
|
||||
text = {
|
||||
localization_key = roaming_intro_second_half_winter
|
||||
trigger = {
|
||||
roaming_activity_winter_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
### Monsoon
|
||||
text = {
|
||||
localization_key = roaming_intro_second_half_monsoon
|
||||
trigger = {
|
||||
roaming_activity_monsoon_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RoamingOutroStressLoss = {
|
||||
type = character
|
||||
|
||||
random_valid = yes
|
||||
|
||||
# Weak
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_weak
|
||||
trigger = {
|
||||
has_character_flag = roaming_weak_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_weak_2
|
||||
trigger = {
|
||||
has_character_flag = roaming_weak_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_weak_3
|
||||
trigger = {
|
||||
has_character_flag = roaming_weak_stress_loss
|
||||
}
|
||||
}
|
||||
# Medium
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_medium
|
||||
trigger = {
|
||||
has_character_flag = roaming_medium_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_medium_2
|
||||
trigger = {
|
||||
has_character_flag = roaming_medium_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_medium_3
|
||||
trigger = {
|
||||
has_character_flag = roaming_medium_stress_loss
|
||||
}
|
||||
}
|
||||
# Strong
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_strong
|
||||
trigger = {
|
||||
has_character_flag = roaming_strong_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_strong_2
|
||||
trigger = {
|
||||
has_character_flag = roaming_strong_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_strong_3
|
||||
trigger = {
|
||||
has_character_flag = roaming_strong_stress_loss
|
||||
}
|
||||
}
|
||||
# Very Strong
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_very_strong
|
||||
trigger = {
|
||||
has_character_flag = roaming_very_strong_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_very_strong_2
|
||||
trigger = {
|
||||
has_character_flag = roaming_very_strong_stress_loss
|
||||
}
|
||||
}
|
||||
text = {
|
||||
localization_key = roaming_outro_snippet_stress_loss_very_strong_3
|
||||
trigger = {
|
||||
has_character_flag = roaming_very_strong_stress_loss
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RoamingOutroReturningHome = {
|
||||
type = character
|
||||
|
||||
random_valid = yes
|
||||
|
||||
text = { localization_key = roaming_outro_snippet_returning_home }
|
||||
text = { localization_key = roaming_outro_snippet_returning_home_2 }
|
||||
text = { localization_key = roaming_outro_snippet_returning_home_3 }
|
||||
text = { localization_key = roaming_outro_snippet_returning_home_4 }
|
||||
}
|
||||
|
||||
RoamingLegendaryBeastProvinceWeather = {
|
||||
type = province
|
||||
|
||||
text = {
|
||||
localization_key = LegendaryBeastProvinceWeatherSnow
|
||||
trigger = {
|
||||
has_winter_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
text = {
|
||||
localization_key = LegendaryBeastProvinceWeatherRain
|
||||
trigger = {
|
||||
tropical_seasons_region_trigger = yes
|
||||
middle_of_year_season_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
text = {
|
||||
localization_key = LegendaryBeastProvinceWeatherFog
|
||||
}
|
||||
}
|
||||
|
||||
RoamingGraveVariants = {
|
||||
type = province
|
||||
|
||||
text = {
|
||||
trigger = {
|
||||
religion = religion:christianity_religion
|
||||
}
|
||||
localization_key = roaming_grave_variant_cross
|
||||
}
|
||||
|
||||
text = {
|
||||
trigger = {
|
||||
geographical_region = world_europe_north
|
||||
}
|
||||
localization_key = roaming_grave_variant_burial_mound
|
||||
}
|
||||
|
||||
text = {
|
||||
localization_key = roaming_grave_variant_stone
|
||||
}
|
||||
}
|
||||
55
N3OW/common/customizable_localization/_custom_loc.info
Normal file
55
N3OW/common/customizable_localization/_custom_loc.info
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
The following scope types can be defined as the "type" in a "type = X" argument.
|
||||
It should match whatever scope you use the custom loc command in.
|
||||
|
||||
artifact
|
||||
character
|
||||
landed_title
|
||||
province
|
||||
activity
|
||||
secret
|
||||
scheme
|
||||
combat
|
||||
combat_side
|
||||
title_and_vassal_change
|
||||
faith
|
||||
dynasty
|
||||
all # Accepts any scope type, but you can then only really check triggers that can be used on anything, else you'll get run time issues instead of read time ones
|
||||
|
||||
== format ==
|
||||
key = {
|
||||
type = scope
|
||||
|
||||
text = {
|
||||
# Run before the trigger is evaluated, can save scopes which you then check
|
||||
# for in the trigger directly. These scopes can be referenced in the loc key.
|
||||
# Only interface effects are valid so the game state can not be modified
|
||||
setup_scope = {
|
||||
<interface effects>
|
||||
}
|
||||
|
||||
# What triggers should be true for this to be a valid text entry
|
||||
# Interface triggers are valid such as checking if a window is open
|
||||
# The first trigger that matches returns the relevant localization_key text
|
||||
trigger = {
|
||||
<interface triggers>
|
||||
}
|
||||
|
||||
# The localization key, has the scopes from setup_scope accessible
|
||||
localization_key = string
|
||||
|
||||
# Optional; will cause this one to be picked if no entry is valid
|
||||
fallback = yes
|
||||
}
|
||||
|
||||
...
|
||||
|
||||
random_valid = yes # Optional, will randomize instead of picking first valid
|
||||
}
|
||||
|
||||
You can also add variants:
|
||||
key = {
|
||||
parent = some_custom_loc_key
|
||||
suffix = "_suffix"
|
||||
}
|
||||
The logic of the parent will be run, then the suffix is added to the custom loc key.
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue