innovation fix

This commit is contained in:
Fishedotjpg 2026-10-31 00:01:39 +00:00
parent 098b458b07
commit 5f957c44a2
57 changed files with 29276 additions and 852 deletions

View file

@ -5241,456 +5241,4 @@ bargain_fealty_interaction = {
# by Maxence Voleau
##################################################
invite_foreign_ruler_to = {
interface_priority = 30
category = interaction_category_diplomacy
common_interaction = yes
desc = invite_foreign_ruler_to_desc
icon = activity_feast
greeting = positive
notification_text = INVITE_FOREIGN_RULER_TO_NOTIFICATION
popup_on_receive = yes
ai_maybe = yes
cooldown = { years = 1 }
cooldown_against_recipient = { years = 5 }
is_available = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
is_shown = {
# Interaction deprecated by new activity planning system
always = no
# scope:actor != scope:recipient
# # Scope:recipient must be landed, and neither over or under scope:actor.
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# is_struggle_type = iberian_struggle
# }
# is_playable_character = yes
# NOR = {
# any_liege_or_above = { this = scope:actor }
# any_vassal_or_below = { this = scope:actor }
# }
# }
}
is_valid_showing_failures_only = {
# Scope:actor must be an available adult.
scope:actor = { is_available_adult = yes }
# Scope:recipient must be at least available.
scope:recipient = { is_available_adult = yes }
# Make sure that scope:actor is going into this with a clean, no-recent/active/forbidden hostilities mindset.
scope:actor = {
NOT = {
is_at_war_with = scope:recipient
# Involved characters can't be on opposite sides in an active war.
}
}
# Verify that you can start one of the decision
# interaction deprecated by new activity planning system
# custom_description = {
# text = no_activity_available
# scope:actor = {
# OR = {
# can_execute_decision = start_hunt_decision
# can_execute_decision = host_feast_decision
# }
# }
# }
}
on_accept = {
# Notifications with most effects.
if = {
limit = { scope:invite_to_hunt = yes }
scope:actor = {
set_variable = {
name = special_guest
value = scope:recipient
}
show_as_tooltip = {
remove_short_term_gold = hunt_activity_base_cost
}
send_interface_toast = {
type = event_toast_effect_good
title = invited_to_hunt.accept.actor.tt
left_icon = scope:recipient
progress_towards_friend_effect = {
REASON = friend_invited_to_hunt
CHARACTER = scope:recipient
OPINION = 0
}
custom_tooltip = invite_foreign_ruler_to.hunt.tooltip
# interaction deprecated by new activity planning system
#execute_decision = start_hunt_decision
}
}
scope:recipient = {
send_interface_toast = {
title = invited_to_hunt.accept.recipient.tt
left_icon = scope:actor
}
}
}
else_if = {
limit = { scope:invite_to_feast = yes }
scope:actor = {
set_variable = {
name = special_guest
value = scope:recipient
}
show_as_tooltip = {
remove_short_term_gold = feast_activity_cost
}
send_interface_toast = {
type = event_toast_effect_good
title = invited_to_feast.accept.actor.tt
left_icon = scope:recipient
progress_towards_friend_effect = {
REASON = friend_invited_to_feast
CHARACTER = scope:recipient
OPINION = 0
}
custom_tooltip = invite_foreign_ruler_to.feast.tooltip
# interaction deprecated by new activity planning system
#execute_decision = host_feast_decision
}
}
scope:recipient = {
send_interface_toast = {
title = invited_to_feast.accept.recipient.tt
left_icon = scope:actor
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_gain
DESC = clan_unity_feast_invite.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
on_decline = {
# Scope:actor gains some stress over the whole ordeal.
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = invite_foreign_ruler_to.decline.actor.tt
left_icon = scope:recipient
add_prestige = medium_prestige_loss
}
}
# Scope:actor loses opinion of scope:recipient.
scope:recipient = {
send_interface_toast = {
type = event_toast_effect_neutral
title = invite_foreign_ruler_to.decline.recipient.tt
left_icon = scope:actor
reverse_add_opinion = {
target = scope:actor
modifier = refusal_opinion
opinion = -50
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:recipient
TARGET = scope:actor
VALUE = minor_unity_loss
DESC = clan_unity_feast_invite_decline.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
# Send Options
## Invite to Hunt
send_option = {
is_valid = {
scope:actor = {
# interaction deprecated by new activity planning system?
#can_execute_decision = start_hunt_decision
}
# as an AI, don't invite human players to Hunt as we are lacking interesting content
trigger_if = {
limit = { scope:actor = { is_ai = yes } }
scope:recipient = { is_ai = yes }
}
}
flag = invite_to_hunt
starts_enabled = { always = yes }
localization = "INVITE_TO_HUNT"
}
## Invite to Feast
send_option = {
is_valid = {
scope:actor = {
# interaction deprecated by new activity planning system
#can_execute_decision = host_feast_decision
}
}
flag = invite_to_feast
starts_enabled = { always = yes }
localization = "INVITE_TO_FEAST"
}
# AI
## Standard Acceptance stuff
ai_accept = {
# Try to make it 0 for most interactions.
base = 0
# more likely if lower rank than actor
modifier = {
add = 20
scope:actor.primary_title.tier > primary_title.tier
desc = RANK_DIFFERENCE_REASON
}
# less likely if that's the opposite
modifier = {
add = -20
scope:actor.primary_title.tier < primary_title.tier
desc = RANK_DIFFERENCE_REASON
}
# AI take opinion into account
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
desc = AI_OPINION_REASON
}
# sociability plays a lot as well
ai_value_modifier = {
ai_sociability = 1
}
# is rival or nemesis
modifier = {
add = -50
has_relation_rival = scope:actor
desc = WE_ARE_RIVALS
}
modifier = {
add = -100
has_relation_nemesis = scope:actor
desc = WE_ARE_NEMESES
}
# is friend
modifier = {
add = 25
has_relation_friend = scope:actor
desc = WE_ARE_FRIENDS
}
# is best friend
modifier = {
add = 50
has_relation_best_friend = scope:actor
desc = WE_ARE_BEST_FRIENDS
}
modifier = {
add = 100
OR = {
has_relation_lover = scope:actor
has_relation_soulmate = scope:actor
}
desc = WE_ARE_LOVERS
}
# hunters love to hunt
modifier = {
add = 25
scope:invite_to_hunt = yes
has_trait = lifestyle_hunter
desc = AI_RELEVANT_TRAITS
}
# reveler loves feasts
modifier = {
add = 25
scope:invite_to_feast = yes
has_trait = lifestyle_reveler
desc = AI_RELEVANT_TRAITS
}
# Struggle agenda
# modifier = {
# desc = AI_STRUGGLE_INTENT
# scope:invite_to_feast = yes
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
# }
# }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
# }
# }
# NAND = {
# scope:actor.faith = scope:recipient.faith
# scope:actor.culture = scope:recipient.culture
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# has_character_flag = agenda_towards_deescalation
# }
# }
# add = 100
# }
# else_if = {
# limit = {
# scope:actor = {
# has_character_flag = agenda_towards_escalation
# }
# }
# add = -100
# }
# }
# }
}
### Performance-enhancement
#ai_potential = {
# is_playable_character = yes
# is_available_at_peace_ai_adult = yes
# is_imprisoned = no
# # Matches the regular minimum triggers.
# any_character_struggle = { involvement = involved }
# short_term_gold > standard_activity_base_cost
#}
#
#ai_target_quick_trigger = { adult = yes }
#ai_targets = {
# ai_recipients = neighboring_rulers
# ai_recipients = peer_vassals
# max = 10
#}
### Frequency
#ai_frequency = 60
#ai_will_do = {
# base = 0
#
# # sociability plays a lot as well
# ai_value_modifier = {
# ai_sociability = 1
# }
#
# # hunters love to hunt
# modifier = {
# add = 25
# scope:invite_to_hunt = yes
# has_trait = lifestyle_hunter
# }
#
# # small boost if no firends
# modifier = {
# add = 25
# num_of_relation_friend = 0
# }
# # reveler loves feasts
# modifier = {
# add = 25
# scope:invite_to_feast = yes
# has_trait = lifestyle_reveler
# }
#
# # From Hunt decision
# ai_value_modifier = {
# ai_energy = 1
# ai_greed = -0.5
# ai_compassion = -0.5
# }
#
# modifier = {
# add = 10
# scope:invite_to_hunt = yes
# has_trait_rank = {
# trait = education_martial
# rank > 0
# }
# }
# modifier = {
# add = 10
# scope:invite_to_hunt = yes
# has_trait_rank = {
# trait = education_martial
# rank > 2
# }
# }
#
# modifier = {
# scope:invite_to_hunt = yes
# add = 35
# stress > low_stress
# }
#
# # Struggle agenda
# modifier = {
# scope:recipient = {
# any_character_struggle = {
# involvement = involved
# }
# }
# scope:actor = {
# any_character_struggle = {
# involvement = involved
# }
# }
# NAND = {
# scope:actor.faith = scope:recipient.faith
# scope:actor.culture = scope:recipient.culture
# }
# add = {
# value = 0
# if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
#
# }
# has_character_flag = agenda_towards_escalation
# }
# }
# add = -100
# }
# else_if = {
# limit = {
# scope:actor = {
# any_character_struggle = {
# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
# }
# }
# }
# add = 100
# }
# }
# }
#}
}

File diff suppressed because it is too large Load diff

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@ -1221,36 +1221,6 @@ found_empire_decision = {
}
}
trigger_if = {
limit = {
exists = struggle:iberian_struggle
# only display the condition for people from relevant faiths and cultures
struggle:iberian_struggle = {
OR = {
is_culture_involved_in_struggle = root.culture
is_faith_involved_in_struggle = root.faith
}
}
# and living nearby
any_realm_county = {
title_province = {
OR = {
geographical_region = ghw_region_north_africa
geographical_region = world_europe_west
geographical_region = world_europe_south
}
}
}
}
custom_description = {
text = found_empire_decision_not_part_of_iberian_struggle
NOT = {
any_character_struggle = {
is_struggle_type = iberian_struggle
}
}
}
}
rule_title_creation_imperial_power_projection_title_creation_trigger = yes
}

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@ -15,11 +15,6 @@ e_iberia = {
}
can_create = {
custom_description = {
text = form_hispania_must_end_struggle_trigger
NOT = { exists = struggle:iberian_struggle }
}
rule_title_creation_imperial_power_projection_title_creation_trigger = yes
}

View file

@ -41,7 +41,7 @@
government_has_flag = government_is_feudal
culture = {
NOR = {
has_innovation = innovation_hereditary_rule
has_innovation = innovation_gavelkind
has_innovation = innovation_heraldry
}
}
@ -130,7 +130,7 @@ partition_succession_law = {
}
government_has_flag = government_is_feudal
culture = {
has_innovation = innovation_hereditary_rule
has_innovation = innovation_gavelkind
NOT = {
has_innovation = innovation_heraldry
}

View file

@ -8,16 +8,6 @@ yearly_struggle_playable_pulse = {
# root: is involved (or interloper) character
# Scope:struggle is the currently pulsing struggle.
five_year_struggle_playable_pulse = {
trigger = {
basic_is_valid_for_yearly_events_trigger = yes
OR = {
fp2_character_interloper_in_struggle_trigger = yes
fp2_character_involved_in_struggle_trigger = yes
}
}
on_actions = {
fp2_iberian_struggle_random_events
}
}
fp2_iberian_struggle_random_events = {

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@ -1192,179 +1192,7 @@ ancestor_cb_prestige_cost = {
struggle_cb_phase_modifier_cost = {
# Phase modifiers.
## Note that these aren't hooked up to the actual _parameters_ for tooltip reasons: we'd have to check what the phase is anyway, so we just check off of the phase to begin with and save ourselves a worthless parameter check.
add = {
value = 0
# Cheap.
if = {
limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_hostility
is_secondary_character_involvement_either_trigger = { CHAR = scope:defender }
}
}
}
add = {
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = minor_prestige_value
}
}
multiply = {
value = 0.9
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = 0.1
}
}
max = 2
}
desc = CB_COST_STRUGGLE_PHASE_HOSTILITY
}
}
# Standard.
if = {
limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_opportunity
is_secondary_character_involvement_either_trigger = { CHAR = scope:defender }
}
}
}
add = {
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = medium_prestige_value
}
}
multiply = {
value = 0.9
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = 0.1
}
}
max = 2
}
desc = CB_COST_STRUGGLE_PHASE_OPPORTUNITY
}
}
# Expensive.
if = {
limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_compromise
is_secondary_character_involvement_either_trigger = { CHAR = scope:defender }
}
}
}
add = {
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = major_prestige_value
}
}
multiply = {
value = 0.9
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = 0.1
}
}
max = 2
}
desc = CB_COST_STRUGGLE_PHASE_COMPROMISE
}
}
if = {
limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
is_struggle_phase = struggle_iberia_phase_conciliation
is_secondary_character_involvement_either_trigger = { CHAR = scope:defender }
}
}
}
add = {
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = major_prestige_value
}
}
multiply = {
value = 0.9
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = 0.1
}
}
max = 2
}
desc = CB_COST_STRUGGLE_PHASE_CONCILIATION
}
}
if = { # Post Struggle cost
limit = {
scope:attacker = {
exists = scope:attacker.house
scope:attacker.house = {
OR ={
has_house_modifier = fp2_struggle_hostility_house_combined_modifier
has_house_modifier = fp2_struggle_hostility_house_faith_modifier
has_house_modifier = fp2_struggle_hostility_house_culture_modifier
}
}
}
}
add = {
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = major_prestige_value
}
}
multiply = {
value = 0.9
every_in_list = {
list = target_titles
limit = { tier = tier_county }
add = {
value = 0.1
}
}
max = 2
}
desc = CB_BASE_COST
}
}
}
}
common_claim_reduction_cost_multiplier_core = {

View file

@ -271,7 +271,7 @@ can_keep_partition_succession_law_trigger = {
can_have_partition_succession_law_trigger = {
culture = {
has_innovation = innovation_hereditary_rule
has_innovation = innovation_gavelkind
}
custom_description = {
text = succession_laws_must_have_organised_government_tooltip

View file

@ -7,34 +7,19 @@ fp2_should_use_iberian_graphics_trigger = {
}
fp2_character_any_involvement_iberian_struggle_trigger = {
has_fp2_dlc_trigger = yes
OR = {
fp2_character_involved_in_struggle_trigger = yes
fp2_character_interloper_in_struggle_trigger = yes
}
always = no
}
fp2_character_involved_in_struggle_trigger = {
has_fp2_dlc_trigger = yes
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
always = no
}
fp2_character_interloper_in_struggle_trigger = {
has_fp2_dlc_trigger = yes
any_character_struggle = {
involvement = interloper
is_struggle_type = iberian_struggle
}
always = no
}
fp2_character_uninvolved_in_struggle_trigger = {
has_fp2_dlc_trigger = yes
exists = struggle:iberian_struggle
fp2_character_interloper_in_struggle_trigger = no
fp2_character_involved_in_struggle_trigger = no
always = no
}
eligible_for_fp2_dynasty_legacies_trigger = {
@ -42,10 +27,6 @@ eligible_for_fp2_dynasty_legacies_trigger = {
dynasty.dynast = {
OR = {
game_rule_unrestricted_dynasty_legacies_trigger = yes
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
culture = {
has_cultural_pillar = heritage_iberian
}
@ -259,21 +240,7 @@ fp2_struggle_ending_percent_iberia_trigger = {
# Checks no more than half of Iberia is owned by another
fp2_struggle_ending_other_percent_iberia_trigger = {
struggle:iberian_struggle = {
NOT = {
any_involved_ruler = {
exists = primary_title # Max figured out that is_independent_ruler causes errors if you are unlanded
this != root
top_liege = this
primary_title = { is_mercenary_company = no }
any_county_in_region = {
region = world_europe_west_iberia
percent > fp2_struggle_compromise_involved_percent_decimal_value
holder.top_liege = prev
}
}
}
}
always = no
}
# Checks duchy is held by an independent ruler who owns at least half of it
@ -512,13 +479,7 @@ fp2_struggle_secure_iberian_foothold_neighbor_with_outsider_kingdom_trigger = {
}
fp2_struggle_iberian_reclamation_should_vassalize_trigger = {
any_character_struggle = { is_struggle_type = iberian_struggle }
any_held_title = { tier < scope:attacker.primary_title.tier }
any_realm_county = {
count = all
duchy = { is_in_list = target_titles }
any_county_struggle = { is_struggle_type = iberian_struggle }
}
always = no
}
fp2_struggle_any_realm_county_in_hispania_trigger = {
@ -526,38 +487,15 @@ fp2_struggle_any_realm_county_in_hispania_trigger = {
}
fp2_iberian_reclamation_vassalize_iberian_trigger = {
tier = tier_county
holder = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
liege = scope:defender
this != scope:defender
capital_county = {
any_county_struggle = { is_struggle_type = iberian_struggle }
}
}
always = no
}
fp2_iberian_reclamation_involved_county_trigger = {
any_realm_county = {
any_county_struggle = { is_struggle_type = iberian_struggle }
}
always = no
}
fp2_iberian_reclamation_vassalize_vassal_trigger = {
primary_title.tier >= tier_county
primary_title.tier < scope:attacker.primary_title.tier
any_character_struggle = { is_struggle_type = iberian_struggle }
capital_county = {
duchy = { is_in_list = target_titles }
}
any_sub_realm_county = {
count = all
duchy = { is_in_list = target_titles }
any_county_struggle = { is_struggle_type = iberian_struggle }
}
always = no
}
fp2_struggle_enforce_truce_war_leader_trigger = {
@ -599,8 +537,7 @@ fp2_bargain_fealty_war_losing_trigger = {
# We use a hard trigger so that this can be easily adjusted without overwriting the rest of the fp2_interactions file by modders.
struggle_can_access_unlocks_bargain_fealty_interaction_trigger = {
# Just uhh, use an OR if you add something else.
is_struggle_type = iberian_struggle
always = no
}
##################################################

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@ -4219,23 +4219,7 @@ valid_holy_war_incited_attacker_trigger = {
save_temporary_scope_as = defender
}
save_temporary_scope_as = attacker
trigger_if = {
limit = {
scope:attacker = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
scope:defender = {
any_character_struggle = {
involvement = involved
is_struggle_type = iberian_struggle
}
}
}
are_holy_wars_disabled_in_struggle_phase_trigger = yes
}
}
pam_clergy_title_interaction_player_recipient_auto_accept_trigger = {
scope:secondary_recipient = { save_temporary_scope_as = cleric }

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@ -1154,18 +1154,6 @@ fp2_yearly.3000 = {
has_fp2_dlc_trigger = yes
is_landed = yes
trigger_if = {
limit = {
fp2_character_any_involvement_iberian_struggle_trigger = yes
}
struggle:iberian_struggle = {
OR = {
is_struggle_phase = struggle_iberia_phase_compromise
is_struggle_phase = struggle_iberia_phase_conciliation
is_struggle_phase = struggle_iberia_phase_opportunity
}
}
}
capital_province = {
geographical_region = world_europe_west_iberia
@ -5174,17 +5162,7 @@ fp2_yearly.8004 = {
trigger = {
has_fp2_dlc_trigger = yes
OR = {
AND = {
exists = struggle:iberian_struggle
struggle:iberian_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation }
fp2_character_involved_in_struggle_trigger = yes
}
AND = {
has_global_variable = fp2_struggle_conciliation_ending
root.capital_province = { geographical_region = world_europe_west_iberia }
}
}
always = no
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}

View file

@ -1864,17 +1864,7 @@ council_marshal_shield = {
}
portrait_modifier = { # FP2 Christian
trigger = {
has_dlc_feature = the_fate_of_iberia
OR = {
culture = { has_unit_gfx = iberian_christian_unit_gfx }
AND = {
any_character_struggle = {
is_struggle_type = iberian_struggle
}
religion = religion:christianity_religion
}
}
trigger = {always = no
}
animations_props = marshal_fp2_christian_prop
animations_props = ep2_western_jousting_shield
@ -1885,16 +1875,7 @@ council_marshal_shield = {
portrait_modifier = { # FP2 Muslim
trigger = {
has_dlc_feature = the_fate_of_iberia
OR = {
culture = { has_unit_gfx = iberian_muslim_unit_gfx }
AND = {
any_character_struggle = {
is_struggle_type = iberian_struggle
}
religion = religion:islam_religion
}
}
always = no
}
animations_props = marshal_fp2_muslim_prop
animations_props = ep1_mena_shield

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -30,7 +30,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,7 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,7 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -29,7 +29,6 @@
discover_innovation = innovation_mangonel
discover_innovation = innovation_house_soldiers
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs

View file

@ -31,7 +31,6 @@
discover_innovation = innovation_battlements
discover_innovation = innovation_arched_saddle
#
discover_innovation = innovation_hereditary_rule
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs