.mod file added

This commit is contained in:
trashmasteruni 2025-09-14 23:20:32 +02:00
parent 9112a64c1b
commit 71fbf5783f
622 changed files with 2 additions and 1370904 deletions

View file

@ -1,120 +0,0 @@
# Auto generated file, do not edit manually. Created using console command dump_bookmark_portrait_for
# History database id:easteregg_emil_tisander
historical_export_easteregg_emil_tisander={
type=male
id=16511
age=0.310000
genes={ hair_color={ 184 251 129 121 }
skin_color={ 1 43 7 68 }
eye_color={ 235 76 222 138 }
gene_chin_forward={ "chin_forward_pos" 109 "chin_forward_pos" 127 }
gene_chin_height={ "chin_height_pos" 140 "chin_height_pos" 127 }
gene_chin_width={ "chin_width_pos" 152 "chin_width_pos" 127 }
gene_eye_angle={ "eye_angle_pos" 103 "eye_angle_pos" 127 }
gene_eye_depth={ "eye_depth_pos" 127 "eye_depth_pos" 127 }
gene_eye_height={ "eye_height_pos" 150 "eye_height_pos" 127 }
gene_eye_distance={ "eye_distance_pos" 112 "eye_distance_pos" 127 }
gene_eye_shut={ "eye_shut_pos" 109 "eye_shut_pos" 127 }
gene_forehead_angle={ "forehead_angle_pos" 167 "forehead_angle_pos" 127 }
gene_forehead_brow_height={ "forehead_brow_height_pos" 110 "forehead_brow_height_pos" 127 }
gene_forehead_roundness={ "forehead_roundness_pos" 149 "forehead_roundness_pos" 127 }
gene_forehead_width={ "forehead_width_pos" 152 "forehead_width_pos" 127 }
gene_forehead_height={ "forehead_height_pos" 188 "forehead_height_pos" 127 }
gene_head_height={ "head_height_pos" 145 "head_height_pos" 127 }
gene_head_width={ "head_width_pos" 57 "head_width_pos" 127 }
gene_head_profile={ "head_profile_pos" 137 "head_profile_pos" 127 }
gene_head_top_height={ "head_top_height_pos" 138 "head_top_height_pos" 127 }
gene_head_top_width={ "head_top_width_pos" 127 "head_top_width_pos" 127 }
gene_jaw_angle={ "jaw_angle_neg" 145 "jaw_angle_pos" 127 }
gene_jaw_forward={ "jaw_forward_pos" 112 "jaw_forward_pos" 127 }
gene_jaw_height={ "jaw_height_pos" 140 "jaw_height_pos" 127 }
gene_jaw_width={ "jaw_width_pos" 133 "jaw_width_pos" 127 }
gene_mouth_corner_depth={ "mouth_corner_depth_pos" 91 "mouth_corner_depth_pos" 127 }
gene_mouth_corner_height={ "mouth_corner_height_pos" 153 "mouth_corner_height_pos" 127 }
gene_mouth_forward={ "mouth_forward_pos" 156 "mouth_forward_pos" 127 }
gene_mouth_height={ "mouth_height_pos" 119 "mouth_height_pos" 127 }
gene_mouth_width={ "mouth_width_pos" 151 "mouth_width_pos" 127 }
gene_mouth_upper_lip_size={ "mouth_upper_lip_size_pos" 127 "mouth_upper_lip_size_pos" 127 }
gene_mouth_lower_lip_size={ "mouth_lower_lip_size_pos" 127 "mouth_lower_lip_size_pos" 127 }
gene_mouth_open={ "mouth_open_pos" 127 "mouth_open_pos" 127 }
gene_neck_length={ "neck_length_pos" 182 "neck_length_pos" 127 }
gene_neck_width={ "neck_width_pos" 126 "neck_width_pos" 127 }
gene_bs_cheek_forward={ "cheek_forward_neg" 91 "cheek_forward_pos" 0 }
gene_bs_cheek_height={ "cheek_height_neg" 10 "cheek_height_pos" 0 }
gene_bs_cheek_width={ "cheek_width_neg" 52 "cheek_width_pos" 0 }
gene_bs_ear_angle={ "ear_angle_neg" 49 "ear_angle_pos" 0 }
gene_bs_ear_inner_shape={ "ear_inner_shape_pos" 195 "ear_inner_shape_pos" 0 }
gene_bs_ear_bend={ "ear_both_bend_pos" 75 "ear_both_bend_pos" 0 }
gene_bs_ear_outward={ "ear_outward_pos" 66 "ear_outward_pos" 0 }
gene_bs_ear_size={ "ear_size_pos" 17 "ear_size_pos" 0 }
gene_bs_eye_corner_depth={ "eye_corner_depth_neg" 59 "eye_corner_depth_pos" 0 }
gene_bs_eye_fold_shape={ "eye_fold_shape_pos" 21 "eye_fold_shape_pos" 0 }
gene_bs_eye_size={ "eye_size_pos" 0 "eye_size_pos" 0 }
gene_bs_eye_upper_lid_size={ "eye_upper_lid_size_pos" 0 "eye_upper_lid_size_pos" 0 }
gene_bs_forehead_brow_curve={ "forehead_brow_curve_neg" 84 "forehead_brow_curve_pos" 0 }
gene_bs_forehead_brow_forward={ "forehead_brow_forward_neg" 0 "forehead_brow_forward_pos" 0 }
gene_bs_forehead_brow_inner_height={ "forehead_brow_inner_height_pos" 0 "forehead_brow_inner_height_pos" 0 }
gene_bs_forehead_brow_outer_height={ "forehead_brow_outer_height_pos" 0 "forehead_brow_outer_height_pos" 0 }
gene_bs_forehead_brow_width={ "forehead_brow_width_pos" 0 "forehead_brow_width_pos" 0 }
gene_bs_jaw_def={ "jaw_def_neg" 34 "jaw_def_pos" 0 }
gene_bs_mouth_lower_lip_def={ "mouth_lower_lip_def_pos" 130 "mouth_lower_lip_def_pos" 0 }
gene_bs_mouth_lower_lip_full={ "mouth_lower_lip_full_neg" 21 "mouth_lower_lip_full_pos" 0 }
gene_bs_mouth_lower_lip_pad={ "mouth_lower_lip_pad_pos" 95 "mouth_lower_lip_pad_pos" 0 }
gene_bs_mouth_lower_lip_width={ "mouth_lower_lip_width_pos" 42 "mouth_lower_lip_width_pos" 0 }
gene_bs_mouth_philtrum_def={ "mouth_philtrum_def_pos" 104 "mouth_philtrum_def_pos" 0 }
gene_bs_mouth_philtrum_shape={ "mouth_philtrum_shape_neg" 22 "mouth_philtrum_shape_pos" 0 }
gene_bs_mouth_philtrum_width={ "mouth_philtrum_width_pos" 28 "mouth_philtrum_width_pos" 0 }
gene_bs_mouth_upper_lip_def={ "mouth_upper_lip_def_pos" 0 "mouth_upper_lip_def_pos" 0 }
gene_bs_mouth_upper_lip_full={ "mouth_upper_lip_full_pos" 0 "mouth_upper_lip_full_pos" 0 }
gene_bs_mouth_upper_lip_profile={ "mouth_upper_lip_profile_pos" 1 "mouth_upper_lip_profile_pos" 0 }
gene_bs_mouth_upper_lip_width={ "mouth_upper_lip_width_neg" 10 "mouth_upper_lip_width_pos" 0 }
gene_bs_nose_forward={ "nose_forward_pos" 26 "nose_forward_pos" 0 }
gene_bs_nose_height={ "nose_height_pos" 0 "nose_height_pos" 0 }
gene_bs_nose_length={ "nose_length_pos" 49 "nose_length_pos" 0 }
gene_bs_nose_nostril_height={ "nose_nostril_height_pos" 71 "nose_nostril_height_pos" 0 }
gene_bs_nose_nostril_width={ "nose_nostril_width_neg" 230 "nose_nostril_width_pos" 0 }
gene_bs_nose_profile={ "nose_profile_pos" 15 "nose_profile_pos" 0 }
gene_bs_nose_ridge_angle={ "nose_ridge_angle_neg" 66 "nose_ridge_angle_pos" 0 }
gene_bs_nose_ridge_width={ "nose_ridge_width_neg" 54 "nose_ridge_width_pos" 0 }
gene_bs_nose_size={ "nose_size_pos" 19 "nose_size_pos" 0 }
gene_bs_nose_tip_angle={ "nose_tip_angle_pos" 38 "nose_tip_angle_pos" 0 }
gene_bs_nose_tip_forward={ "nose_tip_forward_pos" 45 "nose_tip_forward_pos" 0 }
gene_bs_nose_tip_width={ "nose_tip_width_neg" 99 "nose_tip_width_pos" 0 }
face_detail_cheek_def={ "cheek_def_02" 0 "cheek_def_01" 0 }
face_detail_cheek_fat={ "cheek_fat_01_pos" 0 "cheek_fat_01_pos" 0 }
face_detail_chin_cleft={ "chin_cleft" 0 "chin_cleft" 0 }
face_detail_chin_def={ "chin_def" 225 "chin_def" 0 }
face_detail_eye_lower_lid_def={ "eye_lower_lid_def" 20 "eye_lower_lid_def" 0 }
face_detail_eye_socket={ "eye_socket_01" 34 "eye_socket_01" 0 }
face_detail_nasolabial={ "nasolabial_03" 54 "nasolabial_01" 0 }
face_detail_nose_ridge_def={ "nose_ridge_def_neg" 22 "nose_ridge_def_pos" 0 }
face_detail_nose_tip_def={ "nose_tip_def" 192 "nose_tip_def" 0 }
face_detail_temple_def={ "temple_def" 47 "temple_def" 0 }
expression_brow_wrinkles={ "brow_wrinkles_01" 0 "brow_wrinkles_01" 0 }
expression_eye_wrinkles={ "eye_wrinkles_01" 55 "eye_wrinkles_01" 0 }
expression_forehead_wrinkles={ "forehead_wrinkles_01" 0 "forehead_wrinkles_01" 0 }
expression_other={ "nose_wrinkles_01" 124 "cheek_wrinkles_left_01" 127 }
complexion={ "complexion_1" 233 "complexion_1" 0 }
gene_height={ "normal_height" 158 "normal_height" 127 }
gene_bs_body_type={ "body_fat_head_fat_low" 85 "body_fat_head_fat_medium" 127 }
gene_bs_body_shape={ "body_shape_average_clothed" 20 "body_shape_average" 0 }
gene_bs_bust={ "bust_clothes" 127 "bust_clothes" 127 }
gene_age={ "old_2" 0 "old_1" 0 }
gene_eyebrows_shape={ "avg_spacing_low_thickness" 202 "avg_spacing_avg_thickness" 144 }
gene_eyebrows_fullness={ "layer_2_low_thickness" 155 "layer_2_avg_thickness" 67 }
gene_body_hair={ "body_hair_sparse" 43 "body_hair_sparse" 172 }
gene_hair_type={ "hair_straight" 0 "hair_straight" 0 }
gene_baldness={ "no_baldness" 0 "no_baldness" 0 }
eye_accessory={ "normal_eyes" 0 "normal_eyes" 0 }
teeth_accessory={ "normal_teeth" 0 "normal_teeth" 0 }
eyelashes_accessory={ "normal_eyelashes" 0 "normal_eyelashes" 0 }
pose={ "" 255 "" 0 }
hairstyles={ "scripted_character_hairstyles_01" 145 "all_hairstyles" 0 }
cloaks={ "no_cloak" 55 "no_cloak" 0 }
clothes={ "fp1_commoner_clothes" 210 "most_clothes" 0 }
headgear={ "no_headgear" 55 "no_headgear" 0 }
legwear={ "western_common_legwear" 143 "all_legwear" 0 }
}
entity={ 2697330347 2697330347 }
}

View file

@ -1,120 +0,0 @@
# Auto generated file, do not edit manually. Created using console command dump_bookmark_portrait_for
# History database id:easteregg_joe_parkin
historical_export_easteregg_joe_parkin={
type=male
id=18625
age=0.270000
genes={ hair_color={ 57 201 0 0 }
skin_color={ 202 8 99 81 }
eye_color={ 25 150 164 164 }
gene_chin_forward={ "chin_forward_pos" 151 "chin_forward_pos" 147 }
gene_chin_height={ "chin_height_pos" 34 "chin_height_pos" 139 }
gene_chin_width={ "chin_width_pos" 184 "chin_width_neg" 123 }
gene_eye_angle={ "eye_angle_pos" 84 "eye_angle_pos" 140 }
gene_eye_depth={ "eye_depth_pos" 141 "eye_depth_pos" 130 }
gene_eye_height={ "eye_height_pos" 70 "eye_height_pos" 132 }
gene_eye_distance={ "eye_distance_pos" 100 "eye_distance_pos" 141 }
gene_eye_shut={ "eye_shut_pos" 207 "eye_shut_pos" 137 }
gene_forehead_angle={ "forehead_angle_pos" 135 "forehead_angle_pos" 169 }
gene_forehead_brow_height={ "forehead_brow_height_neg" 70 "forehead_brow_height_neg" 124 }
gene_forehead_roundness={ "forehead_roundness_neg" 255 "forehead_roundness_neg" 126 }
gene_forehead_width={ "forehead_width_neg" 163 "forehead_width_neg" 104 }
gene_forehead_height={ "forehead_height_pos" 255 "forehead_height_pos" 131 }
gene_head_height={ "head_height_neg" 195 "head_height_neg" 117 }
gene_head_width={ "head_width_pos" 174 "head_width_pos" 137 }
gene_head_profile={ "head_profile_pos" 130 "head_profile_pos" 173 }
gene_head_top_height={ "head_top_height_pos" 101 "head_top_height_neg" 114 }
gene_head_top_width={ "head_top_width_pos" 151 "head_top_width_pos" 162 }
gene_jaw_angle={ "jaw_angle_neg" 183 "jaw_angle_neg" 106 }
gene_jaw_forward={ "jaw_forward_pos" 116 "jaw_forward_pos" 131 }
gene_jaw_height={ "jaw_height_neg" 94 "jaw_height_neg" 115 }
gene_jaw_width={ "jaw_width_pos" 163 "jaw_width_pos" 144 }
gene_mouth_corner_depth={ "mouth_corner_depth_neg" 98 "mouth_corner_depth_neg" 111 }
gene_mouth_corner_height={ "mouth_corner_height_neg" 135 "mouth_corner_height_pos" 139 }
gene_mouth_forward={ "mouth_forward_pos" 56 "mouth_forward_pos" 137 }
gene_mouth_height={ "mouth_height_pos" 224 "mouth_height_pos" 132 }
gene_mouth_width={ "mouth_width_neg" 95 "mouth_width_neg" 42 }
gene_mouth_upper_lip_size={ "mouth_upper_lip_size_neg" 156 "mouth_upper_lip_size_pos" 167 }
gene_mouth_lower_lip_size={ "mouth_lower_lip_size_neg" 117 "mouth_lower_lip_size_neg" 76 }
gene_mouth_open={ "mouth_open_pos" 22 "mouth_open_pos" 156 }
gene_neck_length={ "neck_length_neg" 113 "neck_length_neg" 111 }
gene_neck_width={ "neck_width_pos" 207 "neck_width_pos" 128 }
gene_bs_cheek_forward={ "cheek_forward_pos" 81 "cheek_forward_pos" 157 }
gene_bs_cheek_height={ "cheek_height_neg" 164 "cheek_height_pos" 18 }
gene_bs_cheek_width={ "cheek_width_neg" 27 "cheek_width_pos" 28 }
gene_bs_ear_angle={ "ear_angle_pos" 128 "ear_angle_neg" 77 }
gene_bs_ear_inner_shape={ "ear_inner_shape_pos" 195 "ear_inner_shape_pos" 99 }
gene_bs_ear_bend={ "ear_both_bend_pos" 84 "ear_both_bend_pos" 46 }
gene_bs_ear_outward={ "ear_outward_neg" 135 "ear_outward_neg" 36 }
gene_bs_ear_size={ "ear_size_pos" 114 "ear_size_neg" 27 }
gene_bs_eye_corner_depth={ "eye_corner_depth_neg" 40 "eye_corner_depth_neg" 46 }
gene_bs_eye_fold_shape={ "eye_fold_shape_pos" 27 "eye_fold_shape_pos" 51 }
gene_bs_eye_size={ "eye_size_pos" 87 "eye_size_neg" 4 }
gene_bs_eye_upper_lid_size={ "eye_upper_lid_size_pos" 61 "eye_upper_lid_size_neg" 22 }
gene_bs_forehead_brow_curve={ "forehead_brow_curve_neg" 114 "forehead_brow_curve_neg" 166 }
gene_bs_forehead_brow_forward={ "forehead_brow_forward_pos" 22 "forehead_brow_forward_pos" 11 }
gene_bs_forehead_brow_inner_height={ "forehead_brow_inner_height_pos" 214 "forehead_brow_inner_height_neg" 28 }
gene_bs_forehead_brow_outer_height={ "forehead_brow_outer_height_pos" 233 "forehead_brow_outer_height_neg" 22 }
gene_bs_forehead_brow_width={ "forehead_brow_width_pos" 209 "forehead_brow_width_neg" 17 }
gene_bs_jaw_def={ "jaw_def_neg" 84 "jaw_def_neg" 47 }
gene_bs_mouth_lower_lip_def={ "mouth_lower_lip_def_pos" 255 "mouth_lower_lip_def_pos" 24 }
gene_bs_mouth_lower_lip_full={ "mouth_lower_lip_full_neg" 126 "mouth_lower_lip_full_neg" 60 }
gene_bs_mouth_lower_lip_pad={ "mouth_lower_lip_pad_pos" 0 "mouth_lower_lip_pad_pos" 30 }
gene_bs_mouth_lower_lip_width={ "mouth_lower_lip_width_pos" 7 "mouth_lower_lip_width_pos" 24 }
gene_bs_mouth_philtrum_def={ "mouth_philtrum_def_pos" 89 "mouth_philtrum_def_pos" 10 }
gene_bs_mouth_philtrum_shape={ "mouth_philtrum_shape_pos" 51 "mouth_philtrum_shape_pos" 79 }
gene_bs_mouth_philtrum_width={ "mouth_philtrum_width_neg" 86 "mouth_philtrum_width_neg" 19 }
gene_bs_mouth_upper_lip_def={ "mouth_upper_lip_def_pos" 184 "mouth_upper_lip_def_pos" 24 }
gene_bs_mouth_upper_lip_full={ "mouth_upper_lip_full_neg" 122 "mouth_upper_lip_full_neg" 45 }
gene_bs_mouth_upper_lip_profile={ "mouth_upper_lip_profile_pos" 65 "mouth_upper_lip_profile_pos" 118 }
gene_bs_mouth_upper_lip_width={ "mouth_upper_lip_width_pos" 23 "mouth_upper_lip_width_pos" 124 }
gene_bs_nose_forward={ "nose_forward_pos" 85 "nose_forward_pos" 0 }
gene_bs_nose_height={ "nose_height_pos" 186 "nose_height_neg" 55 }
gene_bs_nose_length={ "nose_length_neg" 79 "nose_length_neg" 19 }
gene_bs_nose_nostril_height={ "nose_nostril_height_pos" 0 "nose_nostril_height_neg" 27 }
gene_bs_nose_nostril_width={ "nose_nostril_width_neg" 255 "nose_nostril_width_neg" 47 }
gene_bs_nose_profile={ "nose_profile_neg" 0 "nose_profile_hawk_pos" 30 }
gene_bs_nose_ridge_angle={ "nose_ridge_angle_neg" 75 "nose_ridge_angle_neg" 15 }
gene_bs_nose_ridge_width={ "nose_ridge_width_pos" 121 "nose_ridge_width_neg" 14 }
gene_bs_nose_size={ "nose_size_pos" 195 "nose_size_pos" 7 }
gene_bs_nose_tip_angle={ "nose_tip_angle_pos" 31 "nose_tip_angle_neg" 8 }
gene_bs_nose_tip_forward={ "nose_tip_forward_neg" 177 "nose_tip_forward_neg" 36 }
gene_bs_nose_tip_width={ "nose_tip_width_pos" 66 "nose_tip_width_pos" 7 }
face_detail_cheek_def={ "cheek_def_01" 0 "cheek_def_01" 135 }
face_detail_cheek_fat={ "cheek_fat_03_pos" 31 "cheek_fat_01_neg" 0 }
face_detail_chin_cleft={ "chin_cleft" 0 "chin_dimple" 5 }
face_detail_chin_def={ "chin_def" 0 "chin_def" 20 }
face_detail_eye_lower_lid_def={ "eye_lower_lid_def" 225 "eye_lower_lid_def" 116 }
face_detail_eye_socket={ "eye_socket_02" 131 "eye_socket_02" 92 }
face_detail_nasolabial={ "nasolabial_03" 211 "nasolabial_01" 123 }
face_detail_nose_ridge_def={ "nose_ridge_def_pos" 47 "nose_ridge_def_neg" 12 }
face_detail_nose_tip_def={ "nose_tip_def" 255 "nose_tip_def" 19 }
face_detail_temple_def={ "temple_def" 0 "temple_def" 176 }
expression_brow_wrinkles={ "brow_wrinkles_03" 124 "brow_wrinkles_04" 67 }
expression_eye_wrinkles={ "eye_wrinkles_03" 7 "eye_wrinkles_02" 146 }
expression_forehead_wrinkles={ "forehead_wrinkles_01" 31 "forehead_wrinkles_01" 14 }
expression_other={ "cheek_wrinkles_both_01" 0 "cheek_wrinkles_both_01" 0 }
complexion={ "complexion_1" 240 "complexion_7" 91 }
gene_height={ "normal_height" 146 "normal_height" 162 }
gene_bs_body_type={ "body_average" 101 "body_fat_head_fat_medium" 133 }
gene_bs_body_shape={ "body_shape_hourglass_full" 0 "body_shape_triangle_half" 0 }
gene_bs_bust={ "bust_clothes" 0 "bust_shape_1_full" 71 }
gene_age={ "old_4" 207 "old_4" 207 }
gene_eyebrows_shape={ "close_spacing_high_thickness" 149 "far_spacing_avg_thickness" 159 }
gene_eyebrows_fullness={ "layer_2_high_thickness" 255 "layer_2_low_thickness" 113 }
gene_body_hair={ "body_hair_sparse_low_stubble" 138 "body_hair_avg" 181 }
gene_hair_type={ "hair_straight" 161 "hair_wavy" 161 }
gene_baldness={ "male_pattern_baldness" 255 "no_baldness" 127 }
eye_accessory={ "normal_eyes" 32 "normal_eyes" 32 }
teeth_accessory={ "normal_teeth" 0 "normal_teeth" 0 }
eyelashes_accessory={ "normal_eyelashes" 255 "normal_eyelashes" 147 }
pose={ "" 255 "" 0 }
special_headgear_eye_patch={ "eye_patch" 127 "eye_patch" 0 }
clothes={ "northern_war_nobility_clothes" 109 "most_clothes" 0 }
headgear={ "no_headgear" 216 "no_headgear" 0 }
legwear={ "western_common_legwear" 118 "all_legwear" 0 }
gene_shrink_body={ "shrink_all" 255 "" 0 }
}
entity={ 616600735 616600735 }
}

View file

@ -1,10 +0,0 @@

bm_2555_europe = {
start_date = 2555.1.1
is_playable = yes
group = bm_group_2555
weight = {
value = 0
}
}

View file

@ -1,43 +0,0 @@
### Defines a bookmark
bookmark_01 = {
### Brief: start_data (date)
# Which date this bookmark starts at
start_date = 867.1.1
### Brief: is_playable (yes/no)
# Sets if this bookmark is playable or not
# defaults to: yes
is_playable = yes
### Brief: weight (scriptable value)
# Sets the weight for this bookmark to be the default bookmark
# Bookmark with the highest value will be the default
# Note that this is calculated before a gamestate exists and thus cannot use gamestate related triggers
# defaults value: -1
weight = {
value = 0
if = {
limit = { has_dlc = "The Fate of Iberia" }
add = 20
}
}
### Brief: recommended (yes/no)
# If bookmark should show as recommended or not
# defaults to: no
recommended = yes
### Brief: group (bookmark_group key)
# Set what group this bookmark is part of
# left empty bookmark will be ungrouped
group = bm_group_867
### Brief: requires_dlc_flag (dlc feature flag)
# Sets a DLC flag the must be active for this bookmark to show.
# Not adding this will make the bookmark show regardless of active DLCs.
requires_dlc_flag = legends_of_the_dead
#TODO: TIT-36441
character = {}
}

View file

@ -1,8 +0,0 @@
### Defines a challenge character.
challenge_character_1 = {
start_date = 867.1.1 # The game start date.
character = {
# This is exactly the same as a bookmark character. See 'character = {}' in 00_bookmarks.txt.
}
}

View file

@ -1,3 +0,0 @@
bm_group_2555 = {
default_start_date = 2555.1.1
}

View file

@ -1,9 +0,0 @@
Used to group bookmarks together, can contain default data.
Key of the bookmark is used as localization tag as well.
bookmark_group_1 = {
### Breif: default_start_date (date)
# Bookmarks that are assigned this group will use this as their default start
# date, can be overwritten by the bookmark itself.
default_start_date = 867.1.1
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,510 +0,0 @@
@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"
# Tribal Hold
tribe_01 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
building_western_tribal_01_a_mesh
}
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_mena_tribal_01_a_mesh"
}
graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_steppe_tribal_01_a_mesh"
}
graphical_cultures = { steppe_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_india_tribal_01_a_mesh"
}
graphical_cultures = { indian_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_african_tribal_01_a_mesh"
}
graphical_cultures = { african_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_tribal_mesh"
}
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
always = no #Tribes are set at game start.
}
cost_prestige = expensive_building_tier_3_cost
cost_gold = expensive_building_tier_1_cost
next_building = tribe_02
levy = normal_building_levy_tier_3
max_garrison = good_building_max_garrison_tier_1
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
province_modifier = {
monthly_income = poor_building_tax_tier_1
fort_level = 1
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
province_terrain_modifier = {
parameter = tribal_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 2
}
province_culture_modifier = {
parameter = tribal_holding_stationed_bonus
stationed_maa_damage_mult = normal_maa_damage_tier_1
stationed_maa_toughness_mult = normal_maa_toughness_tier_1
}
next_building = tribe_02
type_icon = "icon_building_longhouses.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
}
}
tribe_02 = {
construction_time = slow_construction_time
asset = {
type = pdxmesh
names = {
building_western_tribal_01_a_mesh
}
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_mena_tribal_01_a_mesh"
}
graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_steppe_tribal_01_a_mesh"
}
graphical_cultures = { steppe_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_india_tribal_01_a_mesh"
}
graphical_cultures = { indian_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"building_african_tribal_01_a_mesh"
}
graphical_cultures = { african_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
asset = {
type = pdxmesh
names = {
"fp1_building_norse_tribal_mesh"
}
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
illustration = @holding_illustration_grass
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
}
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_plenary_assemblies }
}
}
cost_prestige = expensive_building_tier_3_cost
cost_gold = expensive_building_tier_1_cost
levy = normal_building_levy_tier_5
max_garrison = good_building_max_garrison_tier_2
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
province_modifier = {
monthly_income = poor_building_tax_tier_3
fort_level = 2
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_terrain_modifier = {
parameter = tribal_holding_fort_level_in_jungle_bonus
terrain = jungle
additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
}
province_terrain_modifier = {
parameter = coastal_holdings_give_defensive_bonus
is_coastal = yes
defender_holding_advantage = 3
}
province_culture_modifier = {
parameter = tribal_holding_stationed_bonus
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 1
}
}
longhouses_01 = {
construction_time = slow_construction_time
effect_desc = longhouses_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = normal_building_levy_tier_1
character_modifier = {
monthly_prestige = 0.25
}
county_modifier = {
monthly_county_control_growth_add = 0.2
}
next_building = longhouses_02
type_icon = "icon_building_longhouses.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
longhouses_02 = {
construction_time = slow_construction_time
effect_desc = longhouses_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_barracks }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = normal_building_levy_tier_2
character_modifier = {
monthly_prestige = 0.5
}
county_modifier = {
monthly_county_control_growth_add = 0.4
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# War Camps
war_camps_01 = {
construction_time = slow_construction_time
effect_desc = tournament_cost_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = excellent_building_levy_tier_1
character_modifier = {
knight_limit = 1
knight_effectiveness_mult = 0.1
}
province_modifier = {
stationed_skirmishers_damage_mult = high_maa_damage_tier_1
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
}
next_building = war_camps_02
type_icon = "icon_building_warcamps.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
war_camps_02 = {
construction_time = slow_construction_time
effect_desc = tournament_cost_effect_desc
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_barracks }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = excellent_building_levy_tier_2
character_modifier = {
knight_limit = 2
knight_effectiveness_mult = 0.2
}
province_modifier = {
stationed_skirmishers_damage_mult = high_maa_damage_tier_2
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
}
character_culture_modifier = {
parameter = strength_in_numbers_maa_limit_bonus
men_at_arms_limit = 1
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# Palisades
palisades_01 = {
construction_time = standard_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
levy = normal_building_levy_tier_1
max_garrison = normal_building_max_garrison_tier_1
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_1
fort_level = normal_building_fort_level_tier_1
}
province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_1
stationed_archers_toughness_mult = normal_maa_toughness_tier_1
stationed_pikemen_damage_mult = high_maa_damage_tier_1
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
}
next_building = palisades_02
type_icon = "icon_building_palisades.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
palisades_02 = {
construction_time = standard_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_motte }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
levy = normal_building_levy_tier_2
max_garrison = normal_building_max_garrison_tier_2
province_modifier = {
defender_holding_advantage = normal_building_advantage_tier_2
fort_level = normal_building_fort_level_tier_2
}
province_modifier = {
stationed_archers_damage_mult = high_maa_damage_tier_2
stationed_archers_toughness_mult = normal_maa_toughness_tier_2
stationed_pikemen_damage_mult = high_maa_damage_tier_2
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
}
ai_value = {
base = 1
directive_to_build_military_modifier = yes
}
}
# Market Villages
market_villages_01 = {
construction_time = quick_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
cost_prestige = expensive_building_tier_1_cost
cost_gold = tribal_building_tier_1_cost
province_modifier = {
monthly_income = poor_building_tax_tier_2
supply_limit = 500
}
next_building = market_villages_02
type_icon = "icon_building_market_villages.dds"
ai_value = {
base = 1
ai_tier_1_building_modifier = yes
directive_to_build_economy_modifier = yes
}
}
market_villages_02 = {
construction_time = quick_construction_time
is_enabled = {
building_requirement_tribal = yes
}
can_construct_potential = {
has_building_or_higher = tribe_01
}
can_construct_showing_failures_only = {
scope:holder = {
culture = { has_innovation = innovation_city_planning }
}
}
cost_prestige = expensive_building_tier_2_cost
cost_gold = tribal_building_tier_2_cost
province_modifier = {
monthly_income = poor_building_tax_tier_4
supply_limit = 1000
}
ai_value = {
base = 1
directive_to_build_economy_modifier = yes
}
}

View file

@ -1,416 +0,0 @@
# These buildings are only for showing background graphics, e.g. the walls around holdings
# No Walls
walls_00 = {
is_graphical_background = yes
asset = {
type = pdxmesh
name = "western_walls_00_mesh"
}
is_enabled = {
OR = {
AND = {
is_county_capital = no
fort_level < 1
}
# Using the no_wall holding graphics for cities with special walls so that they don't have double walls
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
# Any city that must be sieged gets the basic walls
walls_01_tribal = {
is_graphical_background = yes
asset = {
type = pdxmesh
names = {
"tribal_walls_01_a_mesh"
}
}
is_enabled = {
OR = {
is_county_capital = yes
fort_level > 0
}
NOR = {
# disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "palisades_01"
has_building_or_higher = "curtain_walls_01"
has_building_or_higher = "hill_forts_01"
has_building_or_higher = "ramparts_01"
has_building_or_higher = "watchtowers_01"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
# Here the Fort Level building chains take control of the visuals
walls_01 = {
is_graphical_background = yes
asset = {
type = pdxmesh
names = {
"western_walls_01_a_mesh"
"western_walls_01_b_mesh"
}
graphical_regions = { graphical_western graphical_mediterranean graphical_india }
}
asset = {
type = pdxmesh
names = {
"mena_walls_01_a_mesh"
"mena_walls_01_b_mesh"
}
graphical_regions = { graphical_mena graphical_steppe }
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
names = {
"fp1_norse_walls_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_mena }
names = {
"fp1_norse_walls_01_mena_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_01_a_01_mesh"
}
}
is_enabled = {
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "palisades_01"
has_building_or_higher = "curtain_walls_01"
has_building_or_higher = "hill_forts_01"
has_building_or_higher = "ramparts_01"
has_building_or_higher = "watchtowers_01"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "palisades_02"
has_building_or_higher = "curtain_walls_02"
has_building_or_higher = "hill_forts_02"
has_building_or_higher = "ramparts_02"
has_building_or_higher = "watchtowers_02"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_02 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western graphical_mediterranean graphical_india }
names = {
"western_walls_02_a_mesh"
"western_walls_02_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_02_a_mesh"
"mena_walls_02_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
names = {
"fp1_norse_walls_02_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_northern_lords
graphical_cultures = { norse_building_gfx }
graphical_regions = { graphical_mena }
names = {
"fp1_norse_walls_02_mena_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_02_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_02_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_02_mesh"
}
}
is_enabled = {
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "palisades_02"
has_building_or_higher = "curtain_walls_02"
has_building_or_higher = "hill_forts_02"
has_building_or_higher = "ramparts_02"
has_building_or_higher = "watchtowers_02"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "curtain_walls_03"
has_building_or_higher = "hill_forts_03"
has_building_or_higher = "ramparts_03"
has_building_or_higher = "watchtowers_03"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_03 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western }
names = {
"western_walls_03_a_mesh"
"western_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mediterranean }
names = {
"mediterranean_walls_03_a_mesh"
"mediterranean_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_03_a_mesh"
"mena_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_india }
names = {
"india_walls_03_a_mesh"
"india_walls_03_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_03_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx steppe_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_03_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_03_mesh"
}
}
is_enabled = {
scope:holder = {
NOT = { government_has_flag = government_is_tribal }
}
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "curtain_walls_03"
has_building_or_higher = "hill_forts_03"
has_building_or_higher = "ramparts_03"
has_building_or_higher = "watchtowers_03"
has_building_or_higher = "walls_of_benin_01"
has_building_or_higher = "walls_of_genoa_01"
has_building_or_higher = "aurelian_walls_01"
}
NOR = {
# Disabling this level of walled graphics for holdings with special walls and other fortifications so that they always look appropriately fortified. Note: If any of these buildings are given unique 3D assets, this should be looked at again.
has_building_or_higher = "curtain_walls_06"
has_building_or_higher = "hill_forts_06"
has_building_or_higher = "ramparts_06"
has_building_or_higher = "watchtowers_06"
has_building_or_higher = "theodosian_walls_01"
has_building_or_higher = "city_wall_of_toledo_01"
has_building_or_higher = "roman_wall_of_lugo_01"
}
}
}
walls_04 = {
is_graphical_background = yes
asset = {
type = pdxmesh
graphical_regions = { graphical_western }
names = {
"western_walls_04_a_mesh"
"western_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mediterranean }
names = {
"mediterranean_walls_04_a_mesh"
"mediterranean_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_mena graphical_steppe }
names = {
"mena_walls_04_a_mesh"
"mena_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
graphical_regions = { graphical_india }
names = {
"india_walls_04_a_mesh"
"india_walls_04_a_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = the_fate_of_iberia
graphical_cultures = { iberian_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"fp2_building_iberian_wall_04_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = legacy_of_persia
graphical_cultures = { iranian_building_gfx steppe_building_gfx }
graphical_regions = { graphical_mena graphical_india graphical_steppe }
names = {
"fp3_building_persian_walls_04_a_01_mesh"
}
}
asset = {
type = pdxmesh
requires_dlc_flag = roads_to_power
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
names = {
"ep3_byzantine_walls_04_mesh"
}
}
is_enabled = {
scope:holder = {
NOT = { government_has_flag = government_is_tribal }
}
OR = {
# These buildings will trigger the visual "upgrade" to this wall asset
has_building_or_higher = "curtain_walls_06"
has_building_or_higher = "hill_forts_06"
has_building_or_higher = "ramparts_06"
has_building_or_higher = "watchtowers_06"
has_building_or_higher = "theodosian_walls_01"
}
}
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,353 +0,0 @@
# Ask to Promote your Legend
ce1_ask_to_promote_legend_interaction = {
icon = icon_contract_modification_single
category = interaction_category_diplomacy
popup_on_receive = yes
pause_on_receive = yes
can_send_despite_rejection = yes
ai_maybe = yes
interface_priority = 5
desc = ce1_ask_to_promote_legend_interaction_desc
greeting = positive
notification_text = PROMOTE_LEGEND_NOTIFICATION
is_shown = {
scope:actor.promoted_legend.legend_owner ?= scope:actor
NOT = { scope:actor = scope:recipient }
scope:recipient = {
is_landed = yes
age >= 12
is_physically_able = yes
}
}
is_valid_showing_failures_only = {
scope:recipient = {
custom_tooltip = {
text = recipient_already_promoting_legend_tt
NOT = { exists = promoted_legend }
}
}
custom_tooltip = {
text = recipient_close_or_neighbor_tt
OR = {
scope:recipient.dynasty = scope:actor.dynasty
scope:recipient = { knows_language_of_culture = scope:actor.culture }
scope:actor = {
has_friendly_relationship_with_character_trigger = { CHARACTER = scope:recipient }
}
scope:recipient = {
any_character_to_title_neighboring_county = {
any_county_province = {
any_province_legend = {
this = scope:actor.promoted_legend
}
}
}
}
}
}
}
cooldown_against_recipient = { years = 5 }
ai_min_reply_days = 2
ai_max_reply_days = 7
ai_accept = {
base = -10
## Tier
modifier = {
add = -5
scope:recipient.primary_title = {
tier = 2
}
desc = TIER_REASON_COUNT
}
modifier = {
add = -10
scope:recipient.primary_title = {
tier = 3
}
desc = TIER_REASON_DUKE
}
modifier = {
add = -20
scope:recipient.primary_title = {
tier = 4
}
desc = TIER_REASON_KING
}
modifier = {
add = -30
scope:recipient.primary_title = {
tier = 5
}
desc = TIER_REASON_EMPEROR
}
## Legend
# How cool is the legend?
modifier = {
add = 10
desc = REASON_ILLUSTRIOUS_LEGEND
scope:actor = {
promoted_legend = {
legend_quality = illustrious
}
}
}
modifier = {
add = 20
desc = REASON_MYTHICAL_LEGEND
scope:actor = {
promoted_legend = {
legend_quality = mythical
}
}
}
# Are you using a hook?
modifier = {
trigger = {
scope:hook ?= yes
}
add = 100
desc = LEGEND_HOOK_USED
}
# Are you using Gold?
modifier = {
trigger = {
scope:gold_cost ?= yes
}
add = 40
desc = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE_TT
}
## Opinion
# Do they like you?
opinion_modifier = {
who = scope:recipient
opinion_target = scope:actor
multiplier = 1
desc = AI_OPINION_REASON
}
## Personality
# Are they ambitious?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_AMBITIOUS #re-using these
add = -15
scope:recipient = {
has_trait = ambitious
}
}
# Are they content?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_CONTENT
add = 5
scope:recipient = { has_trait = content }
}
# Are they stubborn?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_STUBBORN
add = -10
scope:recipient = { has_trait = stubborn }
}
# Are they arrogant?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_ARROGANT
add = -10
scope:recipient = { has_trait = arrogant }
}
# Are they humble?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_HUMBLE
add = 10
scope:recipient = { has_trait = humble }
}
# Are they trusting?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_TRUSTING
add = 15
scope:recipient = { has_trait = trusting }
}
# Are they paranoid?
modifier = {
desc = DEMAND_SUBMISSION_RECIPIENT_IS_PARANOID
add = -10
scope:recipient = { has_trait = paranoid }
}
## Dread
modifier = {
add = intimidated_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 1
}
}
desc = INTIMIDATED_REASON
}
modifier = {
add = cowed_halved_reason_value
scope:recipient = {
has_dread_level_towards = {
target = scope:actor
level = 2
}
}
desc = COWED_REASON
}
## War
modifier = {
add = -50
scope:recipient = {
is_at_war = yes
}
desc = HOSTAGE_AT_WAR_REASON
}
## Low Gold
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = famed
}
scope:recipient = {
monthly_character_income < famed_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = illustrious
}
scope:recipient = {
monthly_character_income < illustrious_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = -100
scope:actor.promoted_legend = {
legend_quality = mythical
}
scope:recipient = {
monthly_character_income < mythical_legend_promoter_cost
}
desc = TOO_HIGH_PROMOTER_MAINTENANCE_REASON
}
modifier = {
add = 25
scope:recipient = {
is_contact_of = scope:actor
}
desc = IS_CONTACT_REASON
}
}
on_accept = {
scope:actor.promoted_legend = {
save_scope_as = promoted_legend
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = ce1_ask_to_promote_legend_acceptance_tt
left_icon = scope:actor
right_icon = scope:recipient
if = {
limit = { always = scope:hook }
scope:actor = {
use_hook = scope:recipient
}
}
if = {
limit = { always = scope:gold_cost }
scope:actor = {
pay_short_term_gold = {
target = scope:recipient
gold = medium_gold_value
}
}
promoted_legend = { # To prevent gold exploits
add_to_variable_list = {
name = accepted_promote_legend_var
target = scope:recipient
years = 10
}
}
}
scope:recipient = {
set_promoted_legend = scope:actor.promoted_legend
}
}
}
}
on_decline = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_bad
title = ce1_ask_to_promote_legend_decline_tt
left_icon = scope:actor
right_icon = scope:recipient
}
}
}
# Use gold to increase acceptance
send_option = {
flag = gold_cost
localization = TRADE_GOLD_FOR_BETTER_AI_ACCEPTANCE
}
send_option = {
flag = hook
is_valid = {
scope:actor = {
has_usable_hook = scope:recipient
}
}
localization = GENERIC_SPEND_A_HOOK
}
send_options_exclusive = no
ai_potential = {
is_physically_able = yes
}
ai_targets = {
ai_recipients = neighboring_rulers
}
ai_frequency = 12
# Very similar to ai_accept, but ignores effects that are < 10 in value for brevity's sake
ai_will_do = {
base = 0
## Legends
modifier = {
add = 25
exists = promoted_legend
}
modifier = {
add = 25
promoted_legend = {
legend_quality = mythical
}
}
## Gold
modifier = {
add = -100
debt_level >= 0
}
modifier = {
add = -50
gold <= major_gold_value
}
## Personality
modifier = {
add = 25
has_trait = arrogant
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,169 +0,0 @@
# Pick a favorite child to pre-select when choosing your destiny
choose_favorite_interaction = {
category = interaction_category_friendly
icon = designate_favorite
interface_priority = 8
desc = choose_favorite_interaction_desc
is_shown = {
scope:actor = {
is_ai = no
NOT = { has_relation_favorite_child = scope:recipient }
}
scope:recipient.dynasty = scope:actor.dynasty
NOT = { scope:actor = scope:recipient }
scope:recipient = {
OR = {
is_child_of = scope:actor
is_grandchild_of = scope:actor
is_great_grandchild_of = scope:actor
}
}
}
is_valid_showing_failures_only = {
scope:actor = { is_alive = yes }
scope:recipient = {
custom_tooltip = {
text = cant_be_another_player_tt
is_ai = yes
}
custom_tooltip = {
text = favorite_child_must_be_in_good_health_tt
NOR = {
has_trait = incapable
health <= 2.5
}
}
custom_tooltip = {
text = cant_be_hostage_tt
is_hostage = no
}
custom_tooltip = {
text = cant_already_be_your_heir
NOT = {
this = scope:actor.player_heir
}
}
custom_tooltip = {
text = no_republic_or_theocracy_tt
NOR = {
government_has_flag = government_is_republic
government_has_flag = government_is_theocracy
}
}
trigger_if = {
limit = {
is_ruler = yes
}
custom_tooltip = {
text = not_baron_holy_order_merc_tt
highest_held_title_tier >= tier_county
primary_title = {
is_mercenary_company = no
is_holy_order = no
}
}
}
}
}
on_auto_accept = {
scope:recipient = {
send_interface_message = {
title = choose_favorite_interaction_notification
left_icon = scope:actor
show_as_tooltip = {
scope:actor = {
set_relation_favorite_child = { reason = favorite_child_chosen target = scope:recipient }
}
}
}
}
}
on_accept = {
assign_favourite_child_effect = {
ACTOR = scope:actor
RECIPIENT = scope:recipient
}
}
auto_accept = yes
}
remove_favorite_interaction = {
category = interaction_category_friendly
icon = designate_favorite
interface_priority = 7
desc = remove_favorite_interaction_desc
is_shown = {
scope:actor = {
is_alive = yes
has_relation_favorite_child = scope:recipient
}
}
on_auto_accept = {
scope:recipient = {
send_interface_message = {
title = remove_favorite_interaction_notification
left_icon = scope:actor
show_as_tooltip = {
scope:actor = {
remove_relation_favorite_child = scope:recipient
}
}
}
}
}
on_accept = {
scope:actor = {
random_relation = {
type = favorite_child
save_scope_as = current_favorite
}
send_interface_toast = {
title = remove_favorite_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
if = {
limit = {
exists = scope:current_favorite
}
remove_relation_favorite_child = scope:current_favorite
scope:current_favorite = {
add_opinion = {
target = scope:actor
modifier = no_more_favorite_opinion
}
}
}
custom_tooltip = remove_favorite_interaction_notification.tt
}
hidden_effect = {
every_close_or_extended_family_member = {
limit = {
is_child_of = scope:actor
is_grandchild_of = scope:actor
is_great_grandchild_of = scope:actor
}
add_opinion = {
target = scope:actor
modifier = no_more_favorite_opinion
}
add_opinion = {
target = scope:recipient
modifier = no_more_favorite_opinion
}
}
}
}
}
auto_accept = yes
}

View file

@ -1,122 +0,0 @@
#Accuse of violating sumptuary laws
#by James Beaumont
sumptuary_law_debate_interaction = {
category = interaction_category_hostile
interface_priority = 15
desc = sumptuary_law_debate_interaction_desc
icon = weaver_inspiration
is_shown = {
scope:actor = {
has_royal_court = yes
has_dlc_feature = royal_court
amenity_level = {
type = court_fashion
value <= 2
}
}
NOT = { scope:actor = scope:recipient }
scope:recipient = {
# Character is either not a priest/zealous class of a naked priest faith or doesn't belong to a naked priest faith
OR = {
faith = { NOT = { has_doctrine_parameter = naked_priests_active } }
NOR = {
ai_zeal >= 50
has_trait = devoted
has_trait = zealous
government_has_flag = government_is_theocracy
has_council_position = councillor_court_chaplain
}
}
# They are in your realm to some capacity
OR = {
liege = scope:actor #You may debate with direct vassals and courtiers.
host = scope:actor #You may debate guests
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
is_adult = yes
}
scope:recipient = {
# Friends don't accuse friends of fashion crimes
NOT = {
has_friendly_relationship_with_character_trigger = {
CHARACTER = scope:actor
}
}
}
custom_description = {
text = sumptuary_debate_has_been_debated
object = scope:recipient
scope:recipient = {
NOT = { has_character_modifier = used_sumptuary_debate_modifier } #To prevent back and forth & back-to-back challenges
NOT = { has_character_modifier = sumptuary_debated_modifier }
}
}
custom_description = {
text = sumptuary_debate_timing
scope:actor = {
NOT = { has_character_modifier = used_sumptuary_debate_modifier }
}
}
scope:recipient = {
is_adult = yes
}
scope:recipient = {
NOT = { has_strong_hook = scope:actor }
}
scope:recipient = { is_busy_in_events_localised = yes }
scope:actor = {
NOT = {
is_at_war_with = scope:recipient
}
}
}
auto_accept = yes
on_accept = {
hidden_effect = {
scope:actor = {
add_character_modifier = {
modifier = used_sumptuary_debate_modifier
years = 2
}
}
scope:recipient = {
trigger_event = {
id = court_amenities_interactions.0001
days = 1
}
add_character_modifier = {
modifier = sumptuary_debated_modifier
years = 10
}
}
}
custom_tooltip = sumptuary_debate_interaction.tt_modifiers
scope:actor = {
stress_impact = {
arbitrary = minor_stress_impact_loss
just = minor_stress_impact_gain
}
custom_tooltip = sumptuary_debate_interaction.tt_winnings_actor
}
scope:recipient = {
custom_tooltip = sumptuary_debate_interaction.tt_winnings_recipient
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_sumptuary_law.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,162 +0,0 @@
#Interactions relating to factions
force_join_faction_interaction = {
category = interaction_category_vassal
special_interaction = force_join_faction
desc = force_join_faction_interaction_desc
icon = scroll_scales
force_notification = yes
greeting = positive
notification_text = FORCE_JOIN_FACTION_NOTIFICATION
is_shown = {
scope:actor = {
is_a_faction_member = yes
liege = scope:recipient.liege
NOR = {
joined_faction = scope:recipient.joined_faction
scope:recipient = scope:actor.liege
}
}
}
is_valid_showing_failures_only = {
scope:actor = {
trigger_if = {
limit = { has_government = administrative_government }
custom_tooltip = {
text = force_join_faction_admin_requirement_desc
OR = {
has_strong_usable_hook = scope:recipient
AND = {
influence >= { value = scope:actor.monumental_influence_value multiply = 2 }
scope:recipient ?= {
NOT = { opinion = { target = scope:actor value <= -50 } }
NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
}
}
}
}
}
trigger_else = {
has_strong_usable_hook = scope:recipient # Make sure to update the NFaction::POTENTIAL_FORCE_JOIN_HOOK_TYPE define if you change the type of hook used here
}
NOT = { is_at_war_with = scope:recipient }
}
scope:recipient = {
trigger_if = {
limit = { is_a_faction_member = yes }
joined_faction.faction_leader = { is_ai = yes }
}
is_forced_into_faction = no
can_join_faction = scope:actor.joined_faction
}
custom_description = {
text = barons_joining_independence_factions
NAND = {
scope:actor.joined_faction = { faction_is_type = independence_faction }
scope:recipient.highest_held_title_tier = tier_barony
}
}
}
on_accept = {
scope:actor = {
send_interface_message = {
type = event_faction_neutral
title = force_join_faction_interaction_notification
right_icon = scope:recipient
if = {
limit = { scope:hook = yes }
use_hook = scope:recipient
}
else_if = {
limit = { scope:influence = yes }
change_influence = {
value = monumental_influence_value
multiply = -2
}
}
scope:recipient = {
join_faction_forced = {
faction = scope:actor.joined_faction
forced_by = scope:actor
years = 10
}
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_forced_faction_joinage.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
#Use hook
send_option = {
is_valid = {
exists = scope:recipient
scope:actor ?= { has_strong_usable_hook = scope:recipient }
}
flag = hook
localization = GENERIC_SPEND_A_HOOK
}
#Spend influence
send_option = {
is_shown = {
scope:actor = { has_government = administrative_government }
scope:actor.top_liege ?= { has_government = administrative_government }
}
is_valid = { # Convincing someone with influence is not available if they hate you or love the liege
scope:actor ?= { influence >= { value = scope:actor.monumental_influence_value multiply = 2 } }
scope:recipient ?= {
NOT = { opinion = { target = scope:actor value <= -50 } }
NOT = { opinion = { target = scope:recipient.liege value >= 50 } }
}
}
flag = influence
localization = SPEND_INFLUENCE
}
send_options_exclusive = yes
# AI
ai_targets = {
ai_recipients = peer_vassals
}
ai_frequency = 12
ai_potential = {
is_independent_ruler = no
is_a_faction_member = yes
# Only force others to join a faction if you joined by your own free will
is_forced_into_faction = no
}
ai_will_do = {
base = 100
# Don't steal players' factions' members
modifier = {
factor = 0
scope:recipient = {
is_a_faction_member = yes
joined_faction = {
faction_leader = {
is_ai = no
}
}
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,743 +0,0 @@
#Give characters money to improve their opinion of you
gift_interaction = {
icon = icon_gold
category = interaction_category_friendly
common_interaction = yes
interface_priority = 65
desc = gift_interaction_desc
greeting = positive
notification_text = SEND_GIFT_PROPOSAL
answer_accept_key = SEND_GIFT_ACCEPT
answer_reject_key = SEND_GIFT_REJECT
ai_targets = {
ai_recipients = scripted_relations
}
ai_targets = {
ai_recipients = liege
}
ai_targets = {
ai_recipients = head_of_faith
}
ai_targets = {
ai_recipients = neighboring_rulers
ai_recipients = peer_vassals
max = 10
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_target_quick_trigger = {
adult = yes
}
ai_frequency = 60
is_shown = {
NOT = {
scope:recipient = scope:actor
}
# Prioritize paying back loans first
scope:actor = {
trigger_if = {
limit = {
exists = var:loan_amount_owed
exists = var:loan_holder
}
NOT = { var:loan_holder = scope:recipient }
}
}
}
is_highlighted = {
scope:recipient = {
OR = {
house ?= {
OR = {
is_dominant_family = yes
is_powerful_family = yes
}
}
}
}
}
highlighted_reason = HIGHLIGHTED_FAMILY_RATING
is_valid_showing_failures_only = {
scope:actor.gold >= gift_value
scope:recipient = { is_busy_in_events_localised = yes }
}
on_auto_accept = {
scope:recipient = {
trigger_event = char_interaction.0100
}
}
on_accept = {
scope:recipient = {
# Verify that they could become friend
if = {
limit = {
NAND = {
has_relation_friend = scope:actor
has_relation_lover = scope:actor
has_relation_soulmate = scope:actor
has_relation_best_friend = scope:actor
}
}
gifting_leads_towards_friendship_effect = yes
}
}
scope:actor = {
# Warning for multiple gifts
if = {
limit = {
scope:recipient = {
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
custom_tooltip = ALREADY_SENT_GIFT_WARNING
}
send_interface_message = {
type = event_gold_neutral
title = gift_interaction_notification
right_icon = scope:recipient
pay_short_term_gold = {
gold = gift_value
target = scope:recipient
}
stress_impact = {
greedy = medium_stress_impact_gain
}
if = {
limit = {
scope:recipient = {
NOT = {
is_heir_of = scope:actor
}
}
}
stress_impact = {
generous = medium_stress_impact_loss
}
}
#FP3 Tenet Communal Possessions Perk - piety gain for gift giving.
if = {
limit = {
scope:actor = {
faith = {
has_doctrine_parameter = piety_from_gifts_active
}
}
}
scope:actor = {
add_piety = minor_piety_gain
}
}
# Check if the target already has been sent a gift or not. If not, apply the following effects
if = {
limit = {
NOT = {
scope:recipient = {
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
}
# Struggle Catalyst
if = {
limit = {
scope:actor = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
CATALYST = catalyst_gift_independent_ruler
CHAR = scope:recipient
}
}
}
}
hidden_effect = {
scope:actor = {
every_character_struggle = {
involvement = involved
limit = { phase_has_catalyst = catalyst_gift_independent_ruler }
activate_struggle_catalyst = {
catalyst = catalyst_gift_independent_ruler
character = scope:actor
}
}
}
}
}
if = {
limit = {
fp3_struggle_involves_one_supporter_and_one_detractor = {
FIRST = scope:actor
SECOND = scope:recipient
}
scope:actor = {
any_character_struggle = {
#involvement = involved
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gift_supporter_detractor_ruler
CHAR = scope:recipient
}
}
}
}
hidden_effect = {
scope:actor = {
every_character_struggle = {
#involvement = involved
limit = {
activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
CATALYST = catalyst_gift_supporter_detractor_ruler
CHAR = scope:recipient
}
}
activate_struggle_catalyst = {
catalyst = catalyst_gift_supporter_detractor_ruler
character = scope:actor
}
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_gift_supporter_detractor_ruler }
}
}
}
}
# FP2 Urbanism Legacy Perk 2: increase cultural acceptance when gifting a republican vassal
if = {
limit = {
scope:actor = {
exists = dynasty
dynasty = { has_dynasty_perk = fp2_urbanism_legacy_4 }
}
scope:recipient = {
AND = {
is_vassal_of = scope:actor
government_has_flag = government_is_republic
}
}
NOT = {
scope:actor.culture = scope:recipient.capital_province.county.culture
}
}
scope:recipient.capital_province.county.culture = {
change_cultural_acceptance = {
target = scope:actor.culture
value = {
value = 20
multiply = scope:recipient.capital_province.county.development_level
divide = 100
}
desc = cultural_acceptance_gain_gift_dynasty_perk
}
}
}
}
# Let's apply the opinion modifier last, as to apply everything else correctly first
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = gift_opinion
opinion = send_gift_opinion
}
}
}
if = { # for tutorial purposes
limit = {
is_ai = no
scope:recipient = { is_child_of = scope:actor }
}
add_character_flag = {
flag = tutorial_sent_gift
days = 200
}
}
#Influence gain between admin rulers
if = {
limit = {
is_ruler = yes
has_government = administrative_government
scope:recipient = {
is_ruler = yes
has_government = administrative_government
any_held_title = {
is_noble_family_title = yes
}
}
}
if = {
limit = {
scope:recipient = {
OR = {
house = {
is_dominant_family = yes
}
this = scope:actor.top_liege
}
influence_level >= 5
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 8
}
}
else_if = {
limit = {
scope:recipient = {
OR = {
house = {
is_dominant_family = yes
}
this = scope:actor.top_liege
}
influence_level >= 3
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 7
}
}
else_if = {
limit = {
scope:recipient = {
OR = {
house = {
is_dominant_family = yes
}
this = scope:actor.top_liege
}
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 6
}
}
else_if = {
limit = {
scope:recipient = {
OR = {
house = {
is_powerful_family = yes
}
this = scope:actor.top_liege
}
influence_level >= 5
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 6
}
}
else_if = {
limit = {
scope:recipient = {
OR = {
house = {
is_powerful_family = yes
}
this = scope:actor.top_liege
}
influence_level >= 3
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 5
}
}
else_if = {
limit = {
scope:recipient = {
OR = {
house = {
is_powerful_family = yes
}
this = scope:actor.top_liege
}
}
}
change_influence = {
value = miniscule_influence_gain
multiply = 4
}
}
else_if = {
limit = {
scope:recipient = { influence_level >= 5 }
}
change_influence = {
value = miniscule_influence_gain
multiply = 3
}
}
else_if = {
limit = {
scope:recipient = { influence_level >= 3 }
}
change_influence = {
value = miniscule_influence_gain
multiply = 2
}
}
else = {
change_influence = miniscule_influence_gain
}
}
}
}
ai_accept = {
base = 0
modifier = {
add = 100
desc = GOLD_REASON
}
# Struggle motive
modifier = {
desc = AI_STRUGGLE_INTENT
scope:recipient = {
is_independent_ruler = yes
any_character_struggle = {
involvement = involved
}
}
add = {
value = 0
if = {
limit = {
scope:recipient = {
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
has_character_flag = agenda_towards_escalation
}
}
add = -100
}
else_if = {
limit = {
scope:recipient = {
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
}
add = 200
}
}
}
}
ai_potential = {
is_available_at_peace_ai_adult = yes
ai_greed < medium_positive_ai_value
short_term_gold >= gift_interaction_cutoff
NOT = {
has_trait = greedy
}
ai_has_conqueror_personality = no
ai_should_focus_on_building_in_their_capital = no
}
auto_accept = {
custom_description = {
text = auto_accept_interaction_ai
object = scope:recipient
scope:recipient = {
is_ai = yes
}
}
}
ai_min_reply_days = 1
ai_max_reply_days = 1
ai_will_do = {
base = 100
modifier = { # Do not send double-gifts
factor = 0
scope:recipient = {
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
modifier = { # Basic Filtering
factor = 0
scope:recipient = {
NOR = {
AND = { # Bankrupt lovers, friends and a bankrupt liege should be considered
OR = {
scope:actor = {
any_liege_or_above = {
this = scope:recipient
}
}
has_secret_relation_lover = scope:actor
has_relation_lover = scope:actor
has_relation_soulmate = scope:actor
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
}
gold < 0
}
AND = { # Generous characters will give gifts to their friends/lovers
OR = {
has_secret_relation_lover = scope:actor
has_relation_lover = scope:actor
has_relation_soulmate = scope:actor
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
}
scope:actor = {
OR = {
ai_greed <= high_negative_ai_value
AND = {
ai_greed < 0
culture = {
has_cultural_parameter = gives_more_gifts
}
}
}
}
}
AND = { # Characters with the Generous Cultural Tradition will give gifts to more people
is_ruler = yes
OR = {
is_allied_to = scope:actor
is_close_or_extended_family_of = scope:actor
}
scope:actor = {
ai_greed < 0
culture = {
has_cultural_parameter = gives_more_gifts
}
}
}
AND = { # Characters with the loyal trait more likely to give gifts to friends/lieges
OR = {
scope:actor.liege ?= this
has_relation_friend = scope:actor
has_relation_best_friend = scope:actor
is_allied_to = scope:actor
is_close_or_extended_family_of = scope:actor
}
scope:actor = {
ai_greed <= 0
has_trait = loyal
}
}
AND = { # Zealous characters want to support the defending side in GHW's
gold < 200
any_character_war = {
OR = {
using_cb = undirected_great_holy_war
using_cb = directed_great_holy_war
}
primary_defender = scope:recipient
}
scope:actor = {
ai_zeal >= 50
}
}
AND = { # Powerful vassals should be considered
is_powerful_vassal_of = scope:actor
opinion = {
target = scope:actor
value < 0
}
NOT ={
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
AND = { # Factioneering vassals should be considered
is_vassal_of = scope:actor
is_a_faction_member = yes
NOT ={
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
AND = { # Realm Priests should be considered
scope:actor = {
faith = { has_doctrine = doctrine_theocracy_temporal }
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = scope:recipient
}
opinion = {
target = scope:actor
value <= 25
}
NOT = {
has_opinion_modifier = {
target = scope:actor
modifier = gift_opinion
}
}
}
AND = { # Rulers at war with your rivals deserve gold if they're bankrupt
gold < 0
is_at_war = yes
any_war_enemy = {
has_relation_rival = scope:actor
}
}
AND = { # Independent ruler within the struggle should be considered
any_character_struggle = {
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
}
}
}
# Struggle
modifier = {
scope:recipient = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
}
}
scope:actor = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_gift_independent_ruler
}
NOT = {
has_relation_rival = scope:recipient
}
}
add = {
value = 0
if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_escalation
}
}
add = -100
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
scope:recipient = {
has_character_flag = agenda_towards_deescalation
}
}
add = {
value = 150
if = {
limit = { scope:recipient = { is_ai = no} }
add = 150 # higher for human player to Prioritize them
}
# Then lower the intent depending on the gold reserve
# Base value applied if the AI has 3x the gold cutoff
multiply = {
value = short_term_gold
divide = {
value = gift_interaction_cutoff
multiply = 3
}
}
}
}
else_if = {
limit = {
scope:actor = {
has_character_flag = agenda_towards_deescalation
}
}
add = {
value = 25
if = {
limit = { scope:recipient = { is_ai = no} }
add = 150 # higher for human player to Prioritize them
}
# Then lower the intent depending on the gold reserve
# Base value applied if the AI has 3x the gold cutoff
multiply = {
value = short_term_gold
divide = {
value = gift_interaction_cutoff
multiply = 3
}
}
}
}
}
}
modifier = {
factor = 0.1
scope:recipient = {
opinion = {
target = scope:actor
value < 0
}
NAND = {
is_vassal_of = scope:actor
scope:actor = {
ai_rationality > 50
}
}
}
}
modifier = {
add = 100
scope:actor = {
is_at_war = no
has_trait = fp3_struggle_supporter
any_character_struggle = { is_struggle_type = persian_struggle }
}
scope:recipient = {
title:d_sunni.holder ?= this
gold < 0
}
}
modifier = {
factor = 0.1
scope:recipient = {
has_relation_rival = scope:actor
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,190 +0,0 @@

# Set one of your children as heir
#This interaction is referenced in code! If it's renamed you have to ping a coder
designate_heir_interaction = {
icon = heir
category = interaction_category_diplomacy
desc = designate_heir_interaction_desc
is_shown = {
trigger_if = {
limit = { # Admin always has access to this - Recipient just need to be their child
scope:actor = {
has_government = administrative_government
any_held_title = {
is_noble_family_title = yes
}
}
}
scope:recipient = {
is_child_of = scope:actor
}
}
trigger_else = { # Everyone else also needs to gain access to this interaction
scope:recipient = {
is_child_of = scope:actor
}
scope:actor = {
can_designate_heir_trigger = yes
}
}
NOR = {
scope:recipient = scope:actor.designated_heir
scope:recipient = scope:actor
}
trigger_if = {
limit = {
scope:actor = { NOT = { primary_title = title:e_byzantium } }
}
custom_description = {
text = "dynasty_member_leads_election"
scope:actor = {
NAND = {
primary_title = {
has_title_law_flag = elective_succession_law
}
dynasty = primary_heir.dynasty
}
}
}
}
}
cost = {
prestige = {
value = {
add = {
if = {
limit = {
scope:actor = {
has_government = administrative_government
any_held_title = {
is_noble_family_title = yes
}
}
}
value = designate_heir_admin_prestige_cost
}
else = {
value = designate_heir_cost
}
desc = BASE
}
if = {
limit = {
scope:actor = {
government_has_flag = government_is_landless_adventurer
}
}
multiply = {
value = 0
desc = "[adventurer|E]"
}
}
}
}
influence = {
value = {
add = 0
if = {
limit = {
scope:actor = {
has_government = administrative_government
any_held_title = {
is_noble_family_title = yes
}
}
}
add = {
value = designate_heir_admin_influence_cost
desc = "[administrative_government|E]"
}
}
}
}
}
is_valid_showing_failures_only = {
trigger_if = {
limit = { exists = scope:recipient }
scope:recipient = {
is_busy_in_events_localised = yes
is_eunuch_trigger = no
NOR = {
has_trait = disinherited
has_trait = devoted
has_trait = order_member
has_trait = bastard
}
}
}
scope:actor = {
trigger_if = {
limit = {
has_government = administrative_government
any_held_title = {
is_noble_family_title = yes
}
}
prestige >= designate_heir_admin_prestige_cost
influence >= designate_heir_admin_influence_cost
custom_tooltip = {
text = valid_co_emperor_candidate_liege_trigger
scope:recipient.top_liege = scope:actor.top_liege
}
}
trigger_else_if = {
limit = {
NOT = { government_has_flag = government_is_landless_adventurer }
}
prestige >= designate_heir_cost
}
trigger_else = {}
}
trigger_if = {
limit = {
scope:actor = {
government_has_flag = government_is_landless_adventurer
}
exists = scope:recipient
}
scope:recipient = {
is_adult = yes
}
}
custom_tooltip = {
text = designate_heir_interaction.tt.currently_coruling
scope:actor = {
NOT = { has_diarchy_active_parameter = diarchy_is_co_rulership }
}
}
}
on_auto_accept = {
scope:recipient = {
trigger_event = char_interaction.0120
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = designate_heir_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
set_designated_heir = scope:recipient
}
}
}
auto_accept = yes
}

File diff suppressed because it is too large Load diff

View file

@ -1,683 +0,0 @@

invite_agent_to_scheme_interaction = {
special_interaction = invite_to_scheme_interaction
hidden = yes
# Delaying the response makes it possible to invite multiple agents to the same slot.
ai_instant_response = yes
on_accept = {
scope:recipient = {
if = {
limit = {
OR = {
always = scope:gift
always = scope:gift_significant
always = scope:offer_hook
always = scope:offer_hook_strong
always = scope:hook
always = scope:opportunities_t1
always = scope:opportunities_t2
always = scope:prestige
always = scope:influence
always = scope:council_rights
always = scope:de_jure_title
always = scope:claimed_title
always = scope:piety
}
}
force_add_to_agent_slot = {
agent_slot = scope:agent_slot
years = 5
}
}
else = { add_to_agent_slot = scope:agent_slot }
}
scope:actor = {
# No bribe.
## We hack this in to stop the window jumping around as you add or remove bribes.
if = {
limit = {
NOR = {
always = scope:gift
always = scope:gift_significant
always = scope:offer_hook
always = scope:offer_hook_strong
always = scope:hook
always = scope:opportunities_t1
always = scope:opportunities_t2
always = scope:prestige
always = scope:influence
always = scope:council_rights
always = scope:de_jure_title
always = scope:claimed_title
always = scope:piety
}
}
custom_tooltip = offer_bribes.tt.window_jump_fix
}
# Bribe
if = {
limit = { always = scope:gift }
pay_short_term_gold = {
gold = bribe_value
target = scope:recipient
}
stress_impact = { greedy = minor_stress_impact_gain }
}
# Big Bribe
if = {
limit = { always = scope:gift_significant }
pay_short_term_gold = {
gold = greater_bribe_value
target = scope:recipient
}
stress_impact = { greedy = medium_stress_impact_gain }
}
# Offer Hook
if = {
limit = { always = scope:offer_hook }
stress_impact = {
base = minor_stress_impact_gain
paranoid = major_stress_impact_gain
}
scope:recipient = {
add_hook = {
type = favor_hook
target = scope:actor
}
}
}
# Offer Strong Hook
if = {
limit = { always = scope:offer_hook_strong }
stress_impact = { base = major_stress_impact_gain }
scope:recipient = {
add_hook = {
type = strong_favor_hook
target = scope:actor
}
}
}
# Use Hook
if = {
limit = { always = scope:hook }
use_hook = scope:recipient
}
# Burn Opportunities
if = {
limit = { always = scope:opportunities_t1 }
custom_tooltip = {
text = spend_agent_charges.tt.t1
scope:scheme = {
change_opportunities = {
value = invite_agent_opportunities_t1_value
multiply = -1
}
}
}
}
# Burn More Opportunities
if = {
limit = { always = scope:opportunities_t2 }
custom_tooltip = {
text = spend_agent_charges.tt.t2
scope:scheme = {
change_opportunities = {
value = invite_agent_opportunities_t2_value
multiply = -1
}
}
}
}
# Prestige
if = {
limit = { always = scope:prestige }
add_prestige = {
value = prestige_bribe_value
multiply = -1
}
scope:recipient = { add_prestige = prestige_bribe_value }
}
# Influence
if = {
limit = { always = scope:influence }
change_influence = {
value = influence_bribe_value
multiply = -1
}
scope:recipient = { change_influence = influence_bribe_value }
}
# Council Rights
if = {
limit = { always = scope:council_rights }
scope:recipient = {
vassal_contract_set_obligation_level = {
type = council_rights
level = 1
}
set_vassal_contract_modification_blocked = yes
}
}
create_title_and_vassal_change = {
type = granted
save_scope_as = change
}
# De Jure County
if = {
limit = { always = scope:de_jure_title }
random_held_title = {
limit = {
actor_has_valid_de_jure_enticement_county_trigger = yes
any_this_title_or_de_jure_above = {
holder ?= { this = scope:recipient }
}
}
change_title_holder = {
holder = scope:recipient
change = scope:change
}
}
}
# Claimed County
if = {
limit = { always = scope:claimed_title }
random_held_title = {
limit = {
actor_has_valid_claimed_enticement_county_trigger = yes
scope:recipient = { has_claim_on = prev }
}
change_title_holder = {
holder = scope:recipient
change = scope:change
}
}
}
resolve_title_and_vassal_change = scope:change
# Piety
if = {
limit = { always = scope:piety }
scope:actor = {
add_piety = {
value = piety_bribe_value
multiply = -1
}
}
scope:recipient = { add_piety = piety_bribe_value }
}
}
# Stress.
## For scope: recipient.
scope:recipient = {
if = {
limit = {
scope:scheme = { is_scheme_category = contract }
}
# Honourable characters don't like being forced into criminal schemes.
if = {
limit = {
OR = {
has_trait = just
has_trait = compassionate
}
scope:scheme.task_contract ?= { is_criminal = yes }
}
add_opinion = {
target = scope:actor
modifier = forced_me_to_help_crimes_opinion
opinion = -20
}
stress_impact = {
just = minor_stress_impact_gain
compassionate = miniscule_stress_impact_gain
}
}
# Lazy characters don't like being made to work at all.
else_if = {
limit = { has_trait = lazy }
add_opinion = {
target = scope:actor
modifier = forced_me_to_work_opinion
opinion = -10
}
stress_impact = { lazy = miniscule_stress_impact_gain }
}
}
}
}
ai_accept = {
base = 0
scheme_modifier = {
object = scope:scheme
target = scope:recipient
}
# You should not add modifiers here! If you want to add modifiers, they should be added to either:
## - ai_agent_join_chance_hostile_general_suite_modifier
## - ai_agent_join_chance_personal_general_suite_modifier
}
auto_accept = {
trigger_if = {
limit = {
scope:recipient.var:devotee_agent_var ?= scope:actor # They are a devotee of yours
}
custom_tooltip = devotee_agent_desc
}
trigger_else_if = {
limit = {
scope:hook = yes
scope:actor = { has_strong_hook = scope:recipient }
}
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
always = yes
}
}
trigger_else_if = {
limit = {
scope:scheme = { is_scheme_category = contract }
}
# Should be synced with the modifiers in ai_agent_join_chance_laamp_contract_modifier, else agents'll leave the scheme immediately after joining.
scope:recipient = {
is_courtier_of = scope:actor
NOR = {
has_relation_rival = scope:actor
custom_tooltip = {
text = invite_agent_to_scheme_interaction.tt.no_stooges
AND = {
scope:actor = { has_court_position = stooge_camp_officer }
is_court_position_employer = {
court_position = stooge_camp_officer
who = scope:actor
}
}
}
}
}
}
trigger_else = { always = no }
}
options_heading = invite_agent_to_scheme_interaction.t.options_header
# Everyone
## Spend opportunities.
### x1.
send_option = {
flag = opportunities_t1
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
custom_tooltip = {
text = offer_opportunities.tt.need_an_opportunity.t1
scope:scheme = { scheme_agent_charges >= invite_agent_opportunities_t1_value }
}
custom_tooltip = {
text = offer_opportunities.tt.cannot_offer_multiple_sets
scope:opportunities_t2 = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_OPPORTUNITIES_T1
}
### x3.
send_option = {
flag = opportunities_t2
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
custom_tooltip = {
text = offer_opportunities.tt.need_an_opportunity.t2
scope:scheme = { scheme_agent_charges >= invite_agent_opportunities_t2_value }
}
custom_tooltip = {
text = offer_opportunities.tt.cannot_offer_multiple_sets
scope:opportunities_t1 = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_OPPORTUNITIES_T2
}
## Gold
send_option = {
flag = gift
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.gold >= bribe_value
custom_tooltip = {
text = offer_gold.tt.cannot_offer_both_bribes
scope:gift_significant = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_GOLD
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.gold >= bribe_value }
desc = SCHEME_AGENT_GOLD_VALID
}
}
}
## Even more gold
send_option = {
flag = gift_significant
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.gold >= greater_bribe_value
custom_tooltip = {
text = offer_gold.tt.cannot_offer_both_bribes
scope:gift = no
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_GOLD_SIGNIFICANT
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.gold >= greater_bribe_value }
desc = SCHEME_AGENT_GOLD_SIGNIFICANT_VALID
}
}
}
## Offer a hook
send_option = {
flag = offer_hook
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
custom_tooltip = {
text = offer_hook.tt.cannot_offer_both_hooks
scope:offer_hook_strong = no
}
NOT = {
scope:recipient = { has_hook = scope:actor }
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_HOOK
}
## Offer a strong hook
send_option = {
flag = offer_hook_strong
is_shown = {
scope:actor = { has_trait_with_flag = can_offer_strong_hook_to_agents }
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
custom_tooltip = {
text = offer_hook.tt.cannot_offer_both_hooks
scope:offer_hook = no
}
NOT = {
scope:recipient = { has_strong_hook = scope:actor }
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_HOOK_STRONG
}
## Use hook.
### Weak hook bonus is added through the scheme's agent join chance.
### Strong hook is in the auto_accept block.
send_option = {
flag = hook
is_valid = {
scope:actor = { has_usable_hook = scope:recipient }
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_HOOK_EXPLICIT
}
# Rulers
## Prestige
send_option = {
flag = prestige
is_shown = {
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.prestige >= prestige_bribe_value
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_PRESTIGE
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.prestige >= prestige_bribe_value }
desc = SCHEME_AGENT_PRESTIGE_VALID
}
}
}
## Influence
send_option = {
flag = influence
is_shown = {
scope:actor.top_liege ?= scope:recipient.top_liege
scope:actor = { has_government = administrative_government }
scope:recipient = {
OR = {
has_government = administrative_government
host = { has_government = administrative_government }
AND = {
highest_held_title_tier = tier_barony
liege = { has_government = administrative_government }
}
}
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.influence >= influence_bribe_value
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_INFLUENCE
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.influence >= influence_bribe_value }
desc = SCHEME_AGENT_INFLUENCE_VALID
}
}
}
## Council Rights
send_option = {
flag = council_rights
is_shown = {
would_actor_consider_dramatic_enticement_trigger = yes
scope:recipient.liege ?= scope:actor
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:recipient = { vassal_contract_has_modifiable_obligations = yes }
NOT = {
scope:recipient = { has_trait = lazy }
}
custom_tooltip = {
text = council_rights.tt.already_has_council_rights
scope:recipient = {
NOT = { vassal_contract_has_flag = can_demand_council_seat }
}
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_COUNCIL_RIGHTS
}
## De jure county of theirs you hold.
send_option = {
flag = de_jure_title
is_shown = {
would_actor_consider_dramatic_enticement_trigger = yes
scope:recipient = {
is_landed = yes
any_liege_or_above = { this = scope:actor }
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
custom_tooltip = {
text = de_jure_title.tt.no_suitable_county
scope:actor = {
any_held_title = {
actor_has_valid_de_jure_enticement_county_trigger = yes
any_this_title_or_de_jure_above = {
holder ?= { this = scope:recipient }
}
}
}
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_DE_JURE_TITLE
}
# Landless Chars
## County they hold a claim to that you hold.
send_option = {
flag = claimed_title
is_shown = {
would_actor_consider_dramatic_enticement_trigger = yes
trigger_if = {
limit = {
exists = scope:scheme.scheme_target_character
}
scope:recipient = {
is_ruler = no
# And you don't want them _because_ they're in your target's court.
NOT = { host = scope:scheme.scheme_target_character }
}
}
trigger_if = {
limit = {
exists = scope:scheme.scheme_target_title
}
scope:recipient = {
is_ruler = no
# And you don't want them _because_ they're in your target's court.
NOT = { host = scope:scheme.scheme_target_title.holder }
}
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:recipient = {
trigger_if = {
limit = {
any_claim = { count >= 1 }
}
custom_tooltip = {
text = claimed_title.tt.no_valid_county
any_claim = { actor_has_valid_claimed_enticement_county_trigger = yes }
}
}
trigger_else = {
custom_tooltip = {
text = claimed_title.tt.no_claims
always = no
}
}
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_CLAIMED_TITLE
}
# Cofaithists
## Piety
send_option = {
flag = piety
is_shown = {
## Target amenable to this argument.
scope:recipient = {
OR = {
has_trait = devoted
has_trait = zealous
has_council_position = councillor_court_chaplain
government_has_flag = government_is_theocracy
}
}
## In-group out-group requirements.
OR = {
## Either we share a faith.
scope:actor.faith = scope:recipient.faith
## Or our faiths *really* get along.
scope:recipient.faith = {
faith_hostility_level = {
target = scope:actor.faith
value <= faith_fully_accepted_level
}
}
}
# We don't show bribes for schemes where agents will always auto-accept or else deny.
NAND = {
scope:scheme = { is_scheme_category = contract }
scope:recipient = { is_courtier_of = scope:actor }
}
}
is_valid = {
scope:actor.piety >= piety_bribe_value
NOT = {
scope:recipient = { has_trait = cynical }
}
would_agent_accept_petty_bribes_against_target_trigger = yes
}
localization = SCHEME_AGENT_PIETY
current_description = {
# Triggered desc so that we don't get a weird double tooltip.
triggered_desc = {
trigger = { scope:actor.piety >= piety_bribe_value }
desc = SCHEME_AGENT_PIETY_VALID
}
}
}
send_options_exclusive = no
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,411 +0,0 @@
spar_with_knight_interaction = {
icon = icon_combat
interface_priority = 30
common_interaction = yes
category = interaction_category_friendly
ai_min_reply_days = 0
ai_max_reply_days = 0
popup_on_receive = yes
pause_on_receive = yes
desc = spar_with_knight_interaction_desc
greeting = positive
notification_text = REQUEST_SPARRING_TEXT
is_shown = {
scope:actor = {
culture = {
has_cultural_parameter = can_use_sparring_duel
}
}
scope:recipient = {
is_knight_of = scope:actor
}
# Can't duel yourself.
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
scope:actor = { can_start_single_combat_trigger = yes }
scope:actor = { can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:actor } }
# Scope:recipient must be able to fight personally.
scope:recipient = { can_start_single_combat_trigger = yes }
# Scope:recipient must not be banned from single combat.
scope:recipient = {
custom_description = {
text = fp1_tbc_recipient_banned_from_combat
can_start_single_combat_banned_checks_trigger = no
}
}
# Neither of the characters can be imprisoned.
scope:actor = { is_imprisoned = no }
scope:recipient = { is_imprisoned = no }
scope:actor = { is_at_war = no }
scope:recipient = { is_at_war = no }
}
can_send = {
scope:actor = {
custom_description = {
text = "character_interactions_hostile_actions_disabled_delay"
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
}
}
}
cost = { prestige = medium_prestige_value }
cooldown = { years = 5 }
cooldown_against_recipient = { years = 10 }
on_send = {
scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
}
on_accept = {
# Set up the bout immediately.
## First inform.
scope:actor = {
custom_tooltip = challenge_to_single_combat_interaction.enter_non_lethal_bout.tt
custom_tooltip = spar_with_knight_interaction.effect.tt
custom_tooltip = spar_with_knight_interaction.negative_effect.tt
}
scope:recipient = {
custom_tooltip = spar_with_knight_interaction.effect.tt
custom_tooltip = spar_with_knight_interaction.negative_effect.tt
}
## Finally, begin.
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = army_camp
OUTPUT_EVENT = culture_tradition_events.0001
INVALIDATION_EVENT = perk_interaction.0102
}
}
ai_accept = {
base = 10 # Try to make it 0 for most interactions
modifier = {
desc = CTSC_RELATIVE_PROWESS
scope:recipient.prowess < scope:actor.prowess
add = {
value = scope:actor.prowess
subtract = scope:recipient.prowess
multiply = -2
}
}
# Personality values
ai_value_modifier = {
who = scope:recipient
ai_boldness = 0.5
ai_honor = {
if = {
limit = {
scope:recipient = {
ai_honor > 0
}
}
value = 0.25
}
}
}
modifier = {
desc = AI_REFUSAL_WOUNDED
scope:recipient = {
OR = {
has_trait = wounded
has_trait = maimed
}
}
add = -200
}
}
# AI
ai_potential = {
culture = {
has_cultural_parameter = can_use_sparring_duel
}
NOT = { has_trait = craven }
is_imprisoned = no
can_start_single_combat_trigger = yes
number_of_knights > 0
primary_title.tier > tier_barony
}
ai_target_quick_trigger = {
adult = yes
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_targets = {
ai_recipients = courtiers
max = 10
}
ai_frequency = 60
ai_will_do = {
base = -25
# Factor for personality (excluding realism).
modifier = {
add = {
value = ai_boldness
multiply = 1
}
}
modifier = {
add = {
value = ai_energy
multiply = 0.5
}
}
modifier = {
add = -50
prowess <= low_skill_rating
}
modifier = {
factor = 0
OR = {
has_trait = wounded
has_trait = maimed
}
}
}
}
#Appointing a Podesta over a Commune - Turning a one county holder into a Republican Vassal
#Local culture must have the parameter, as does the granting character.
#Recipient does not need to have local culture.
appoint_podesta_interaction = {
icon = grant_titles_interaction
interface_priority = 30
common_interaction = yes
category = interaction_category_vassal
ai_min_reply_days = 0
ai_max_reply_days = 0
popup_on_receive = yes
pause_on_receive = yes
desc = appoint_podesta_desc
greeting = positive
notification_text = REQUEST_REPUBLIC_TEXT
is_shown = {
NOT = { scope:actor = scope:recipient } # Can't make yourself a Podesta.
scope:actor = {
culture = {
has_cultural_parameter = can_make_republican_vassals
}
any_held_title = {
count > 1
}
}
scope:recipient = {
is_ai = yes
is_landed = yes
target_is_liege_or_above = scope:actor
NOT = { government_has_flag = government_is_republic }
}
}
is_valid_showing_failures_only = {
scope:recipient = { can_be_granted_titles_by = { RULER = scope:actor } }
NOT = { scope:actor = { is_at_war_with = scope:recipient } }
custom_description = {
text = too_many_republics
scope:actor = {
any_vassal = {
count < 4 #Use Script Value
highest_held_title_tier >= tier_county
government_has_flag = government_is_republic
}
}
}
scope:recipient = {
target_is_liege_or_above = scope:actor
NOT = { government_has_flag = government_is_republic }
is_claimant = no
custom_description = {
text = must_be_one_county_count
any_held_title = {
count = 1
tier = tier_county
}
}
custom_description = {
text = must_not_have_landed_relatives
NOT = {
any_close_or_extended_family_member = {
is_landed_or_landless_administrative = yes
}
}
}
custom_description = {
text = must_not_be_heir_to_any_title
scope:recipient = {
any_heir_title = {
count < 1
tier >= tier_county
}
}
}
custom_description = { #The county must be developed or have at least one city
text = county_must_have_city
any_held_title = {
count = 1
tier = tier_county
OR = {
any_county_province = {
has_holding_type = city_holding
}
development_level > 20
}
}
}
custom_description = { #County must be of a culture that has the tradition parameter
text = county_must_have_culture
any_held_title = {
count = 1
tier = tier_county
any_county_province = {
culture = {
has_cultural_parameter = can_make_republican_vassals
}
}
}
}
}
scope:recipient = { is_busy_in_events_localised = yes }
trigger_if = {
limit = {
scope:recipient = {
is_ruler = no
}
}
scope:recipient = {
is_imprisoned = no
}
}
}
cost = { prestige = minor_prestige_value }
cooldown = { years = 5 }
cooldown_against_recipient = { years = 10 }
on_accept = {
scope:actor = {
hidden_effect = {
send_interface_toast = {
type = event_toast_effect_neutral
title = appoint_podesta_interaction_notification
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
show_as_tooltip = {
change_government = republic_government
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
every_vassal = {
limit = {
government_has_flag = government_is_republic
}
every_held_title = {
change_title_holder = {
holder = scope:recipient
change = scope:change
take_baronies = yes
}
}
}
resolve_title_and_vassal_change = scope:change
}
}
}
}
}
scope:recipient = {
change_government = republic_government
create_title_and_vassal_change = {
type = returned
save_scope_as = change
add_claim_on_loss = no
}
every_vassal = {
limit = {
government_has_flag = government_is_republic
}
every_held_title = {
change_title_holder = {
holder = scope:recipient
change = scope:change
take_baronies = yes
}
}
}
resolve_title_and_vassal_change = scope:change
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_podesta.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
# AI
ai_potential = {
culture = {
has_cultural_parameter = can_make_republican_vassals
has_cultural_era_or_later = culture_era_high_medieval
}
primary_title.tier > tier_county
}
ai_target_quick_trigger = {
adult = yes
}
ai_targets = {
ai_recipients = vassals
}
ai_frequency = 240
ai_will_do = {
base = 100
}
}

View file

@ -1,750 +0,0 @@
#FORGIVING INTERACTION
abandon_hook_interaction = {
interface_priority = 120
common_interaction = yes
category = interaction_category_friendly
icon = forgiving
desc = abandon_hook_interaction_desc
is_shown = {
OR = {
scope:actor = {
has_trait = forgiving
}
#Struggle
scope:actor = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_abandon_hook_for_all
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
}
}
is_valid_showing_failures_only = {
scope:recipient = { is_busy_in_events_localised = yes }
scope:actor = {
has_usable_hook = scope:recipient
}
custom_description = {
scope:actor = {
NOT = {
has_hook_of_type = {
target = scope:recipient
type = house_head_hook
}
}
}
text = need_non_house_head_hook
}
custom_description = {
scope:actor = {
NOT = {
has_hook_of_type = {
target = scope:recipient
type = ritual_best_friend_hook
}
}
}
text = need_non_best_friend_hook
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_abandon_hook_interaction_title
left_icon = scope:actor
right_icon = scope:recipient
use_hook = scope:recipient
if = {
limit = {
has_strong_hook = scope:recipient
}
stress_impact = {
forgiving = major_stress_impact_loss
}
}
else = {
stress_impact = {
forgiving = medium_stress_impact_loss
}
}
scope:recipient = {
add_opinion = {
target = scope:actor
modifier = forgiven_opinion
}
}
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_abandon_hook.desc
REVERSE_NON_HOUSE_TARGET = no
}
hidden_effect = {
# Struggle Catalysts
scope:actor = {
if = {
limit = {
fp3_struggle_involves_one_supporter_and_one_detractor = {
FIRST = scope:actor
SECOND = scope:recipient
}
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_abandon_hook_on_supporter_detractor
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_abandon_hook_on_supporter_detractor
character = scope:actor
}
log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_abandon_hook_on_supporter_detractor }
}
}
}
}
}
ai_frequency = 60
ai_targets = {
ai_recipients = guests
ai_recipients = courtiers
max = 10
}
ai_targets = {
ai_recipients = liege
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_target_quick_trigger = {
adult = yes
}
ai_potential = {
stress_level >= 1
}
ai_will_do = {
base = 100
}
auto_accept = yes
}
#ARBITRARY INTERACTION
dismiss_strong_hook_interaction = {
interface_priority = 120
common_interaction = yes
category = interaction_category_hostile
icon = arbitrary
cost = {
prestige = monumental_prestige_value
}
desc = dismiss_strong_hook_interaction_desc
is_shown = {
scope:actor = {
has_trait = arbitrary
}
scope:recipient = {
is_vassal_of = scope:actor
has_strong_hook = scope:actor
}
}
is_valid_showing_failures_only = {
scope:actor = {
prestige >= monumental_prestige_value
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_dismiss_hook_interaction_title
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
remove_hook = { target = scope:actor }
add_opinion = {
target = scope:actor
modifier = lost_strong_hook_opinion
}
}
add_tyranny = 35
}
}
# 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_dismiss_strong_hook.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
ai_frequency = 60
ai_potential = {
dread >= 50
}
ai_will_do = {
base = 100
}
ai_targets = {
ai_recipients = guests
ai_recipients = courtiers
max = 10
}
ai_targets = {
ai_recipients = liege
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_target_quick_trigger = {
adult = yes
}
auto_accept = yes
}
dismiss_weak_hook_interaction = {
interface_priority = 120
common_interaction = yes
category = interaction_category_hostile
icon = arbitrary
cost = {
prestige = major_prestige_value
}
desc = dismiss_weak_hook_interaction_desc
is_shown = {
scope:actor = {
has_trait = arbitrary
}
scope:recipient = {
is_vassal_of = scope:actor
has_usable_hook = scope:actor
NOT = { has_strong_hook = scope:actor }
}
}
is_valid_showing_failures_only = {
scope:actor = {
prestige >= major_prestige_value
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_neutral
title = msg_dismiss_hook_interaction_title
left_icon = scope:actor
right_icon = scope:recipient
scope:recipient = {
remove_hook = { target = scope:actor }
add_opinion = {
target = scope:actor
modifier = lost_weak_hook_opinion
}
progress_towards_rival_effect = {
CHARACTER = scope:actor
REASON = rival_dismissed_weak_hook
OPINION = default_rival_opinion
}
}
add_tyranny = 15
}
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = minor_unity_gain
DESC = clan_unity_dismiss_weak_hook.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
ai_targets = {
ai_recipients = guests
ai_recipients = courtiers
max = 10
}
ai_targets = {
ai_recipients = liege
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_target_quick_trigger = {
adult = yes
}
ai_frequency = 60
ai_potential = {
dread >= 50
}
ai_will_do = {
base = 100
}
auto_accept = yes
}
#WRATHFUL DUELING
force_duel_criminals_interaction = {
interface_priority = 30
common_interaction = yes
category = interaction_category_hostile
ai_maybe = yes
ai_max_reply_days = 0
popup_on_receive = yes
pause_on_receive = yes
desc = force_duel_criminals_interaction_desc
icon = wrathful
greeting = negative
notification_text = REQUEST_TRIAL_BY_COMBAT_TEXT
is_shown = {
#First, verify if the actor is Wrathful
scope:actor = { has_trait = wrathful }
#Then, look to see if this character is a criminal.
scope:actor = {
OR = {
has_imprisonment_reason = scope:recipient
has_banish_reason = scope:recipient
has_execute_reason = scope:recipient
}
basic_allowed_to_imprison_character_trigger = { # And if you are allowed to imprison the target.
CHARACTER = scope:recipient
}
}
# Can't duel yourself.
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
# Calc some stuff that might invalidate elsewhere before the bout is sorted.
rival_single_combat_shown_and_not_invalid_trigger = yes
# Scope:recipient must be able to fight personally.
scope:recipient = { can_start_single_combat_trigger = yes }
# Scope:recipient must not be banned from single combat.
scope:recipient = {
custom_description = {
text = fp1_tbc_recipient_banned_from_combat
can_start_single_combat_banned_checks_trigger = no
}
}
# Neither of the characters can be imprisoned.
scope:actor = { is_imprisoned = no }
scope:recipient = { is_imprisoned = no }
}
can_send = {
scope:actor = {
custom_description = {
text = "character_interactions_hostile_actions_disabled_delay"
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
}
}
}
cooldown_against_recipient = { years = 10 }
on_send = {
scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
}
on_accept = {
# Set up the bout immediately.
#Starting with the strongest punishment in case more than one reason is valid
if = {
limit = {
scope:actor = { has_execute_reason = scope:recipient }
}
## First inform.
scope:actor = {
custom_tooltip = force_duel_criminals_interaction.execute_punishment.tt
}
## Finally, begin.
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = trait_specific_interactions.0155
INVALIDATION_EVENT = fp1_tbc.0102
}
}
else_if = {
limit = {
scope:actor = { has_banish_reason = scope:recipient }
}
## First inform.
scope:actor = {
custom_tooltip = force_duel_criminals_interaction.banish_punishment.tt
}
## Finally, begin.
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = trait_specific_interactions.0153
INVALIDATION_EVENT = fp1_tbc.0102
}
}
else_if = {
limit = {
scope:actor = { has_imprisonment_reason = scope:recipient }
}
scope:actor = {
custom_tooltip = force_duel_criminals_interaction.imprison_punishment.tt
}
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = trait_specific_interactions.0151
INVALIDATION_EVENT = fp1_tbc.0102
}
}
}
auto_accept = yes
# AI
ai_potential = {
has_trait = wrathful
is_imprisoned = no
can_start_single_combat_trigger = yes
}
ai_target_quick_trigger = {
adult = yes
}
ai_targets = {
ai_recipients = courtiers
ai_recipients = guests
max = 10
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_targets = {
ai_recipients = family
max = 10
}
ai_frequency = 120
ai_will_do = {
base = -50
# Factor for personality (excluding realism).
modifier = {
add = {
value = ai_boldness
multiply = 1
}
}
modifier = { add = ai_vengefulness }
modifier = {
add = {
value = ai_energy
multiply = -0.25
}
}
# Don't challenge kinslayer-counting family, unless they're your nemesis.
modifier = {
scope:actor = {
murdering_character_is_kinslaying_in_faith_trigger = {
CHARACTER = scope:recipient
FAITH = scope:actor.faith
}
}
scope:recipient = {
NOT = { has_relation_nemesis = scope:actor }
}
add = -1000
}
# Don't challenge your spouse, unless they're your nemesis.
modifier = {
scope:recipient = {
is_spouse_of = scope:actor
NOT = { has_relation_nemesis = scope:actor }
}
add = -1000
}
# Don't challenge people hopelessly out of your league unless you're really, really not seeing things clearly.
modifier = {
scope:actor = {
prowess_diff = {
target = scope:recipient
value <= -15
}
ai_rationality >= high_negative_ai_value
}
add = -1000
}
}
}
#IRRITABLE DUELING
force_duel_anyone_interaction = {
#need to have a stress level >= 1
interface_priority = 30
common_interaction = yes
category = interaction_category_hostile
ai_maybe = yes
ai_max_reply_days = 0
popup_on_receive = yes
pause_on_receive = yes
desc = force_duel_anyone_interaction_desc
icon = irritable
greeting = negative
notification_text = REQUEST_TRIAL_BY_COMBAT_TEXT
is_shown = {
#Just, verify if the actor is Wrathful
scope:actor = { has_trait = irritable }
# Can't duel yourself.
NOT = { scope:actor = scope:recipient }
}
is_valid_showing_failures_only = {
# Need to be stressed to be able to force a Duel
scope:actor = {
custom_description = {
stress_level >= 1
text = not_enough_stress
}
}
# Calc some stuff that might invalidate elsewhere before the bout is sorted.
rival_single_combat_shown_and_not_invalid_trigger = yes
# Scope:recipient must be able to fight personally.
scope:recipient = { can_start_single_combat_trigger = yes }
# Scope:recipient must not be banned from single combat.
scope:recipient = {
custom_description = {
text = fp1_tbc_recipient_banned_from_combat
can_start_single_combat_banned_checks_trigger = no
}
}
# Neither of the characters can be imprisoned.
scope:actor = { is_imprisoned = no }
scope:recipient = { is_imprisoned = no }
}
can_send = {
scope:actor = {
custom_description = {
text = "character_interactions_hostile_actions_disabled_delay"
NOT = { has_character_flag = flag_hostile_actions_disabled_delay }
}
}
}
cost = { prestige = medium_prestige_value }
cooldown_against_recipient = { years = 10 }
on_send = {
scope:actor = {
add_character_flag = {
flag = flag_hostile_actions_disabled_delay
days = 10
}
}
}
on_accept = {
# Set up the bout immediately.
## First inform.
scope:actor = {
add_tyranny = 5
add_dread = 5
custom_tooltip = challenge_to_single_combat_interaction.victor_gets.tt
custom_tooltip = challenge_to_single_combat_interaction.loser_gets.tt
}
## Finally, begin.
configure_start_single_combat_effect = {
SC_INITIATOR = scope:actor
SC_ATTACKER = scope:actor
SC_DEFENDER = scope:recipient
FATALITY = no
FIXED = no
LOCALE = terrain_scope
OUTPUT_EVENT = perk_interaction.0101
INVALIDATION_EVENT = fp1_tbc.0102
}
# If we're a clan this interaction affects unity
add_clan_unity_interaction_effect = {
CHARACTER = scope:actor
TARGET = scope:recipient
VALUE = medium_unity_loss
DESC = clan_unity_released_anger.desc
REVERSE_NON_HOUSE_TARGET = no
}
}
auto_accept = yes
# AI
ai_potential = {
has_trait = irritable
stress_level >= 1
is_imprisoned = no
can_start_single_combat_trigger = yes
}
ai_target_quick_trigger = {
adult = yes
}
ai_targets = {
ai_recipients = prisoners
ai_recipients = courtiers
ai_recipients = guests
max = 1
}
ai_targets = {
ai_recipients = family
max = 10
}
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_frequency = 120
ai_will_do = {
base = -50
# Factor for personality (excluding realism).
modifier = {
add = {
value = ai_boldness
multiply = 1
}
}
modifier = { add = ai_vengefulness }
modifier = {
add = {
value = ai_energy
multiply = -0.25
}
}
# Don't challenge kinslayer-counting family, unless they're your nemesis.
modifier = {
scope:actor = {
murdering_character_is_kinslaying_in_faith_trigger = {
CHARACTER = scope:recipient
FAITH = scope:actor.faith
}
}
scope:recipient = {
NOT = { has_relation_nemesis = scope:actor }
}
add = -1000
}
# Don't challenge your spouse, unless they're your nemesis.
modifier = {
scope:recipient = {
is_spouse_of = scope:actor
NOT = { has_relation_nemesis = scope:actor }
}
add = -1000
}
# Don't challenge people hopelessly out of your league unless you're really, really not seeing things clearly.
modifier = {
scope:actor = {
prowess_diff = {
target = scope:recipient
value <= -15
}
ai_rationality >= high_negative_ai_value
}
add = -1000
}
}
}

View file

@ -1,297 +0,0 @@
feudalize_tribal_holding_interaction = {
category = interaction_category_uncategorized
hidden = yes
special_interaction = feudalize_tribal_holding
desc = feudalize_tribal_holding_interaction_desc
target_type = title
target_filter = actor_domain_titles
auto_accept = yes
is_shown = {
scope:actor = {
this = scope:recipient
NOT = { government_has_flag = government_is_tribal }
}
}
can_be_picked_title = {
scope:target = {
holder = scope:actor
is_capital_barony = no # we'll use the county in that case
trigger_if = {
limit = { tier <= tier_county }
title_province = {
has_holding_type = tribal_holding
}
}
trigger_else = {
custom_description = {
text = "feudalize_tribal_holding_interaction_title_not_county_or_below"
always = no
}
}
}
}
has_valid_target_showing_failures_only = {
scope:target = {
trigger_if = {
limit = { tier <= tier_county }
title_province = {
barony_controller = scope:actor
has_ongoing_construction = no
}
}
}
}
cost = {
gold = {
scope:actor = {
add = {
value = feudalize_tribal_holding_interaction_cost
desc = BASE
}
if = {
limit = { # More expensive for admin to make barbarians civilized...
government_has_flag = government_is_administrative
}
add = {
value = feudalize_tribal_holding_interaction_cost
multiply = 0.25
desc = has_admin_government
}
if = {
limit = { # Admin get a bonus for high bureaucracy levels
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
subtract = {
value = feudalize_tribal_holding_interaction_cost
multiply = {
value = 0.1
if = {
limit = {
has_realm_law = imperial_bureaucracy_3
}
add = 0.15
}
}
desc = imperial_bureaucracy
}
}
}
}
}
}
on_accept = {
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_tribal_holding_interaction_notification
right_icon = scope:actor
if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}
}
}
ai_will_do = {
base = 1500
}
}
support_feudalize_tribal_holding_interaction = {
category = interaction_category_vassal
icon = request_funding_interaction
desc = support_feudalize_tribal_holding_interaction_desc
target_type = title
target_filter = recipient_domain_titles
auto_accept = yes
is_shown = {
scope:actor = {
NOT = { government_has_flag = government_is_tribal }
}
scope:recipient = {
target_is_liege_or_above = scope:actor
NOT = { government_has_flag = government_is_tribal }
NOT = { this = scope:actor }
any_held_title = {
tier <= tier_county
title_province = {
has_holding_type = tribal_holding
}
}
}
}
can_be_picked_title = {
scope:target = {
is_capital_barony = no # we'll use the county in that case
trigger_if = {
limit = { tier <= tier_county }
title_province = {
barony_controller = scope:recipient
has_ongoing_construction = no
}
}
}
}
has_valid_target_showing_failures_only = {
scope:target = {
trigger_if = {
limit = { tier <= tier_county }
title_province = {
has_holding_type = tribal_holding
}
}
trigger_else = {
custom_description = {
text = "feudalize_tribal_holding_interaction_title_not_county_or_below"
always = no
}
}
}
}
cost = {
gold = {
scope:actor = {
add = {
value = feudalize_tribal_holding_interaction_cost
desc = BASE
}
if = {
limit = { # More expensive for admin to make these barbarians civilized...
government_has_flag = government_is_administrative
}
add = {
value = feudalize_tribal_holding_interaction_cost
multiply = 0.25
desc = has_admin_government
}
if = {
limit = { # Admin get a bonus for high bureaucracy levels
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
subtract = {
value = feudalize_tribal_holding_interaction_cost
multiply = {
value = 0.1
if = {
limit = {
has_realm_law = imperial_bureaucracy_3
}
add = 0.15
}
}
desc = imperial_bureaucracy
}
}
}
}
}
}
is_highlighted = {
# Highlight the interaction if we have the gold to spare
scope:actor = {
gold >= {
value = feudalize_tribal_holding_interaction_cost
if = {
limit = { # More expensive for admin to convert these... Barbarians...
government_has_flag = government_is_administrative
}
multiply = {
value = 1.25
desc = has_admin_government
}
}
}
}
}
on_accept = {
scope:recipient = {
# Add some opinion to make it worthwhile
add_opinion = {
target = scope:actor
modifier = grateful_opinion
opinion = 15
}
# Notify actor and recipient
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = feudalize_tribal_holding_interaction_notification
left_icon = scope:actor
right_icon = scope:target
if = {
limit = { exists = scope:target.title_province }
scope:target.title_province = {
set_holding_type = castle_holding
}
}
}
}
}
scope:actor = {
# If you are admin, you get some influence for your efforts
if = {
limit = { government_has_flag = government_is_administrative }
change_influence = medium_influence_gain
}
}
}
# The AI doesn't check this very often - So if they have more important expenses, they will put their gold to better use first.
ai_frequency = 72
ai_targets = {
ai_recipients = vassals
max = 10
}
ai_potential = {
# Some basic triggers
is_at_war = no
is_adult = yes
# The AI only does this if they have plenty of gold to spare
gold >= { value = feudalize_tribal_holding_interaction_cost multiply = 4 }
# Warring AI don't do this - They want to spend their gold on war!
ai_has_warlike_personality = no
ai_has_conqueror_personality = no
}
ai_will_do = {
base = 25
modifier = {
scope:actor = { ai_has_economical_boom_personality = yes }
add = 50
}
}
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,114 +0,0 @@

make_noble_family_interaction = {
category = interaction_debug_admin
common_interaction = no
icon = powerful_family_shield
is_shown = {
debug_only = yes
scope:recipient = {
liege = scope:actor
is_ruler = no
}
}
auto_accept = yes
on_accept = {
scope:recipient = { create_noble_family_effect = yes }
}
}
destroy_noble_family_interaction = {
category = interaction_debug_admin
common_interaction = no
icon = icon_cross
is_shown = {
debug_only = yes
scope:recipient = {
liege = scope:actor
any_held_title = {
is_noble_family_title = yes
}
}
}
auto_accept = yes
on_accept = {
scope:recipient = {
random_held_title = {
limit = {
is_noble_family_title = yes
}
save_scope_as = title_to_destroy
scope:recipient = {
destroy_title = scope:title_to_destroy
}
}
}
}
}
invest_appointment_interaction = {
category = interaction_debug_admin
common_interaction = yes
icon = byzantine_crown_positive
target_type = title
target_filter = actor_domain_titles
is_shown = {
debug_only = yes
scope:recipient = {
has_government = administrative_government
liege = scope:actor
}
}
auto_accept = yes
on_accept = {
scope:target = {
change_appointment_investment = {
target = scope:recipient
value = 20
}
}
}
}
transfer_title_army_maa_interaction = {
category = interaction_debug_admin
target_type = title
target_filter = actor_domain_titles
icon = request_maa_interaction
auto_accept = yes
is_shown = {
debug_only = yes
scope:recipient = {
has_government = administrative_government
}
scope:actor = {
has_government = administrative_government
}
scope:actor != scope:recipient
}
on_accept = {
scope:actor = {
every_maa_regiment = {
limit = {
regiment_owning_title = scope:target
}
transfer_title_maa = scope:recipient.primary_title
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,568 +0,0 @@
=== Notes ===
This info is a WIP.
=== Structure ===
my_interaction = {
interface_priority = number # Used by interaction menu
common_interaction = yes/no # Used by interaction menu
category = interaction_category_hostile # Used by interaction menu
icon = key # What icon to use. If an icon is used for more
# than one interaction; please consider making
# it general (such as icon_culture for
# interactions relating to culture or
# icon_personal for personal schemes.).
# Otherwise defaults to none/the my_interaction
# key + related my_interaction.dds in
# gfx/interface/icons/character_interactions
override_background = { reference = relaxing_room } # Used to define which image is used as the
# background for the interaction window. These
# can use triggers.
#
# Root is scope:actor for the interaction. If
# there are no backgrounds defined or none are
# valid, the interaction gui will default to
# "study"
is_highlighted = trigger # Should the interaction be highlighted in
# the menu
highlighted_reason = loc_key # Tooltip if highlighted in menu
on_decline_summary = dynamic description # Flavor text that is shown under acceptance
# widget. Use it when you need to draw more
# attention to the on decline effect
special_interaction = type # This interaction uses specialized GUI
special_ai_interaction = type # This interaction runs specialized code that
# identifies the interaction by this
interface = call_ally/marriage/grant_titles/etc. # What interface does the interaction use?
custom_character_sort = { } # What custom character sort options should the
# interaction have available? Last one defined
# will show up first in the dropdown list.
#
# Current Options:
# candidate_score (requires a target title)
# governor_efficiency
scheme = elope/murder/etc. # The type of scheme the interaction starts
popup_on_receive = yes # Have the interaction pop-up for the
# recipient when received
force_notification = yes/no # Force diplomatic item if interaction is
# auto-accept
pause_on_receive = yes/no # Pause the game on receive. It usually makes
# sense to combine it with popup_on_receive
ai_accept_negotiation = yes/no # If the interaction is declined negotiations
# will start. We don't show "won't accept", etc.
# because there is still a possibility that the
# interaction will be accepted via negotiation
# event chain
hidden = yes # Is the interaction hidden?
use_diplomatic_range = yes/no/trigger # Does this interaction check diplomatic range?
# Yes by default
can_send_despite_rejection = yes # Interaction can be sent and the ai might reject
ignores_pending_interaction_block = yes # If the actor is a player and the recipient
# already has received an interaction from them
# pending a response, can this interaction be
# sent anyway.
# Defaults to no
send_name = loc_key # The name of the interaction in context of
# it being seen once sent. Defaults to database
# object key
needs_recipient_to_open = yes # Does the interaction need a recipient set to
# be able to be allowed to open and be shown.
# Defaults to no
show_effects_in_notification = no # Should the effects of the interaction be shown
# in the notification window when an interaction
# is sent.
# Defaults to yes
diarch_interaction = no # If this interaction should be taken by diarch,
# including unlanded one
alert_icon = texture_path # Default is gfx/interface/icons/
# character_interactions/my_interaction_alert.dds
icon_small = texture_path # Default is gfx/interface/icons/
# character_interactions/my_interaction_small.dds
should_use_extra_icon = { always = yes } # When to show an extra icon.
# Tooltip key is <key>_extra_icon
extra_icon = "gfx/<...>/hook_icon.dds" # Icon to show when should_use_extra_icon is true
target_type = type # Possible types:
# title
# artifact
# men_at_arms
# count (default)
target_filter = type # See FAQ for possible types
ai_intermediary_maybe = no # The ai intermediary answer is randomized
ai_maybe = yes # The ai answer is randomized
ai_min_reply_days = 4 # Minimum days before ai replies
ai_max_reply_days = 9 # Maximum days before ai replies
desc = loc_key # Short description of the interaction
greeting = negative/positive # Sets tone in request text
intermediary_notification_text = loc_key # Request text shown to the intermediary
notification_text = loc_key # Request text shown to the recipient
prompt = loc_key # What text should be shown under the
# portrait? (For example: "Pick a Guardian")
cooldown = { years = x } # How long until the interaction can be
# used again?
cooldown_against_recipient = { years = x } # How long until the interaction can be
# used again against recipient?
ignore_recipient_recieve_cooldown = trigger # Under what circumstances can an interaction
# against a recipient be used despite there
# being a cooldown for targeting that recipient?
category_cooldown = { years = x } # Will apply a cooldown to all interactions in
# the same category as this interaction
#
# If an interaction already has a cooldown,
# the longer cooldown one will be applied
category_cooldown_against_recipient = { years = x } # Will apply a cooldown to all interactions in
# the same category as this interaction against
# this recipient
#
# If an interaction already has a cooldown, the
# longer cooldown will be applied
is_shown = trigger # Is the interaction available and visible
# between scope:actor and scope:recipient
is_valid_showing_failures_only = trigger # Is the interaction valid to be selected in
# it's current setup, trigger only displays
# failures
is_valid = trigger # Is the interaction valid to be selected in
# it's current setup
has_valid_target_showing_failures_only = trigger # Is the target valid, trigger only displays
# failures
has_valid_target = trigger # Is the target valid
can_be_picked = trigger # Can this character be picked as a valid target
can_be_picked_title = trigger # Can this title be picked as a valid target
can_be_picked_artifact = trigger # Can this artifact be picked as a valid target
can_be_picked_regiment = trigger # Can this regiment be picked as a valid target
auto_accept = yes/no/trigger # Is the interaction automatically accepted,
# or can recipient decide
can_send = trigger # Can the interaction be sent?
can_be_blocked = trigger # Can the interaction be blocked by the
# recipient (i.e. by a hook on the actor)
redirect = {} # This changes the redirection of characters
# using the scopes actor, recipient,
# secondary_actor and secondary_recipient
populate_actor_list = {} # Everyone sorted into the list 'characters' has
# the potential of being shown to be selected.
#
# Uses the scopes actor, recipient,
# secondary_actor and secondary_recipient.
populate_recipient_list = {} # Same as populate_actor_list
localization_values = = {} # To be able to use values in loc
# (for example: RANSOM_COST =
# scope:secondary_recipient.ransom_cost_value
# lets you use $RANSOM_COST|0$ in loc)
options_heading = loc_key # Text shown above options block - describes all
# options in general
send_option = { # Adds an option
is_shown = trigger # Is option shown. Independent trigger - don't
# reference any other option flags to avoid
# logic bugs
is_valid = trigger # Is option selectable
current_description = desc # Tooltip
flag = flag_name # If selected then scope:flag_name will be
# set to yes
localization = loc_key # Loc_key for option label
starts_enabled = trigger # Trigger for whether this should be on when the
# window opens. If not defined, defaults to off
can_be_changed = trigger # Trigger for whether this option can be changed
# from its default
can_invalidate_interaction = bool # If yes then when the AI picks an interaction
# it will do the full can send this entire
# interaction check instead of the more
# performance saving checking of recipient
# refusal and ai will do, use with care and
# profile it
}
# Options should avoid preventing an interaction from sending (except by the recipient refusing), as we assume that to be the case in the AI for performance reasons, use can_invalidate_interaction if you need it to be re-checked
send_options_exclusive = yes/no # Are the options exclusive?
secondary_scopes_optional = yes/no # Are the secondary scope targets optional?
on_send = effect # Executes directly the interaction is sent
on_accept = effect # Executes when accepted by recipient
# (only if intermediary accepts)
on_decline = effect # Executes when declined by recipient
# (only if intermediary accepts)
on_blocked_effect = effect # Executes when blocked by recipient
# (only if intermediary accepts)
pre_auto_accept = effect # Only executes if the interaction was auto
# accepted. Done before any other side effect
# (E.G., hard coded ones like marriage)
on_auto_accept = effect # Only executes if the interaction was
# auto accepted
on_intermediary_accept = effect # Executes when intermediary allows the
# interaction to happen. It's followed by
# recipient decision
on_intermediary_decline = effect # Executes when intermediary declines the
# interaction. It prevents any effect from
# being called on the recipient
reply_item_key = loc_key # The key to the loc to show in the interaction
# item tooltip. Receives the name of the
# interaction in $INTERACTION$. Default value
# "INTERACTION_REPLY_ITEM"
### These loc keys are shown to the player when sending the interaction. The meaning is what is going to be the answer from the target.
pre_answer_yes_key = loc_key # The key to the loc when the interaction is
# going to be accepted.
# Default value "ANSWER_YES"
pre_answer_no_key = loc_key # The key to the loc when the interaction is
# NOT going to be accepted.
# Default value "ANSWER_NO"
pre_answer_maybe_key = loc_key # The key to the loc when the interaction maybe
# is accepted. Receives the acceptance value in
# $VALUE$.
# Default value "ANSWER_MAYBE"
pre_answer_yes_breakdown_key = ANSWER_WILL_ACCEPT # Summary header for acceptance breakdown for
# recipient, when they accept
pre_answer_no_breakdown_key = ANSWER_WILL_NOT_ACCEPT # Summary header for acceptance breakdown for
# recipient, when they decline
pre_answer_maybe_breakdown_key = ANSWER_SUM_MAYBE # Summary header for acceptance breakdown for
# recipient, when it's randomized
intermediary_breakdown_yes = ANSWER_WILL_ACCEPT # Summary header for acceptance breakdown for
# intermediary, when they accept
intermediary_breakdown_no = ANSWER_WILL_NOT_ACCEPT # Summary header for acceptance breakdown for
# intermediary, when they decline
intermediary_breakdown_maybe = ANSWER_SUM_MAYBE # Summary header for acceptance breakdown for
# intermediary, when it's randomized
### These loc keys are shown to the player when answering an interaction.
intermediary_answer_accept_key = ANSWER_YES # Intermediary Accept interaction button text
intermediary_answer_reject_key = ANSWER_NO # Intermediary Decline interaction button text
answer_block_key = ANSWER_BLOCK # Recipient Block interaction text
answer_accept_key = ANSWER_YES # Recipient Accept interaction button text
answer_reject_key = ANSWER_NO # Recipient Decline interaction button text
answer_acknowledge_key = ANSWER_ACKNOWLEDGE # Recipient Acknowledge interaction button text.
# Used for notifications when it's already
# happened
cost = { # Scripted cost for the interaction. The
# interaction will be disabled if the actor
# can't pay up, and the cost will be subtracted
# from the actor when the interaction is sent.
# Renown can only be spent by the dynast.
piety = {}
prestige = {}
gold = {}
renown = {}
}
ai_instant_response = yes/no # Will the AI respond instantly, and not pretend
# to think about it for N days?
ai_set_target = {} # Set scope:target to make the AI target
# something specific. Title targeting
# interactions don't need this
ai_targets = {
ai_recipients = type # Which characters does the ai consider as
# recipient for the interaction, can be scripted
# multiple times to combine lists
#
# Available lists are in the "ai_targets"
# section of this file (trying to add an invalid
# list will trigger an error message with all
# available )
max = integer # Maximum number of targets to consider, unset
# considers all of them, will consider random
# targets that it filters too
chance = 0-1 # A low chance, such as 0.25, randomly excludes
# that number of characters from being checked -
# this is useful for saving performance
}
ai_target_quick_trigger = { # Quick triggers for the ai_targets
adult = yes # The target needs to be adult
attracted_to_owner = yes # The target needs to be attracted to owner
owner_attracted = yes # Owner needs to be attracted to the target
prison = yes # Target must be in prison
}
ai_frequency = months # How often should the ai consider doing this
# interaction
ai_potential = trigger # Will the ai consider trying this interaction.
# Root scope is the actor, and other event
# target are not available
ai_intermediary_accept = mtth # Will the intermediary ai approve for this
# interaction and forward it to the recipient
ai_accept = mtth # Will the ai accept a request for this
# interaction
ai_will_do = mtth # How interested is the ai in sending this
# interaction (tested after selecting targets)
# 0-100 percent chance, will be clamped.
#
### Note that for title interactions, each individual target title will get evaluated, and the one giving the highest ai_will_do will get used. If the interaction has options, the combination of options that gives the highest ai_will_do will be used.
}
=== FAQ ===
Q: What does the special interaction type arrange_marriage_interaction do?
A: special_interaction = arrange_marriage_interaction will add extra marriage info to the interaction
this info makes the game show the special marriage interfaces when setting up an interaction or replying to it.
It's also used by the ai in knowing which interaction to use when setting up marriages.
It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige.
Q: What does "secondary_actor = marriage" and "secondary_recipient = marriage" do?
A: It states that the interaction has secondary participants (the one's actually getting married) and that
we're allowed to change them in the interface. It also automatically redirects the interaction to the matchmaker
so that the player can arrange a marriage with the son/daughter of another ruler and get the child as the
secondary recipient and the ruler as the recipient (since they will be the ones accepting or not).
It also sets up the list of characters to choose from from the actor/recipient with their courts and children.
Q: What does "secondary_actor = marry_off" and "secondary_recipient = marry_off" do?
A: Very similar to marriage, but with some expections:
- The list of characters is calculated from all living characters that are allowed to marry.
- The redirection makes the character you do the interaction with the secondary actor (since you're the one marrying them off)
- There's the marriage redirection for whoever you select them to marry (ie mostly being the employer)
Q: How and when are the character interaction triggers checked?
A: These are the main triggers used by interactions:
- is_shown
- is_highlighted
- is_valid_showing_failures_only
- is_valid
- has_valid_target_showing_failures_only
- has_valid_target
- can_be_picked
- can_be_picked_title
- can_be_blocked
- can_send
Q: What are the possible types for target_filter?
A: Possible types:
- actor_domain_titles
- recipient_domain_titles
- secondary_actor_domain_titles
- secondary_recipient_domain_titles
- actor_domain_titles_including_leases
- recipient_domain_titles_including_leases
- secondary_actor_domain_titles_including_leases
- secondary_recipient_domain_titles_including_leases
- actor_de_jure_titles
- recipient_de_jure_titles
- secondary_actor_de_jure_titles
- secondary_recipient_de_jure_titles
- actor_realm_titles
- recipient_realm_titles
- secondary_actor_realm_titles
- secondary_recipient_realm_titles
- actor_top_liege_de_jure_titles
- recipient_top_liege_de_jure_titles
- secondary_actor_top_liege_de_jure_titles
- secondary_recipient_top_liege_de_jure_titles
- actor_artifacts
- recipient_artifacts
- actor_artifacts_claimable
- recipient_artifacts_claimable
- actor_maa
- recipient_maa
- actor_personal_maa
- recipient_personal_maa
- actor_title_maa
- recipient_title_maa
- count (default)
Is there any other special behaviors set in code that these interactions are affected by?
When are the following conditions evaluated, are any of them checked during special circumstances (e.g. "not all scopes exist yet"):
is_shown
can_be_picked
is_valid_showing_failures_only
has_valid_target_showing_failures_only
=== Custom Widgets ===
=== FAQ ===
Q: What does the special interaction type arrange_marriage_interaction do?
A: special_interaction = arrange_marriage_interaction will add extra marriage info to the interaction
this info makes the game show the special marriage interfaces when setting up an interaction or replying to it.
It's also used by the ai in knowing which interaction to use when setting up marriages.
It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige.
Q: What does "secondary_actor = marriage" and "secondary_recipient = marriage" do?
A: It states that the interaction has secondary participants (the one's actually getting married) and that
we're allowed to change them in the interface. It also automatically redirects the interaction to the matchmaker
so that the player can arrange a marriage with the son/daughter of another ruler and get the child as the
secondary recipient and the ruler as the recipient (since they will be the ones accepting or not).
It also sets up the list of characters to choose from from the actor/recipient with their courts and children.
Q: What does "secondary_actor = marry_off" and "secondary_recipient = marry_off" do?
A: Very similar to marriage, but with some expections:
- The list of characters is calculated from all living characters that are allowed to marry.
- The redirection makes the character you do the interaction with the secondary actor (since you're the one marrying them off)
- There's the marriage redirection for whoever you select them to marry (ie mostly being the employer)
Q: How and when are the character interaction triggers checked?
A: These are the main checks used by interactions:
Can Send: If an interaction can be sent is tested like this:
- check if set up for sending (this means that all targets and secondary actors/recipients that the interaction uses, must have been selected)
- check diplomatic range (if interaction scripted to use it)
- make special is shown checks decided by special_interaction =
- Trigger: is_shown
- check if the interaction is already being considered by the recipient
- Trigger: is_valid_showing_failures_only
- Trigger: has_valid_target_showing_failures_only
- Trigger: can_send
- Trigger: is_valid
- Trigger: has_valid_target
- make special can send checks decided by special_interaction =
If it passes all the above, then we check if the interaction needs to be accepted (auto_accept = no or failing trigger and interactions that can be sent regardless like imprison)
interactions that need acceptance cannot be sent to the ai unless it will accept.
When populating a list of titles we look at this (examples: grant title, revoke title):
- select domain or dejure title based on target_filter =
- Trigger: can_be_picked_title with the full interaction scope and the title set as scope:target
Note: can_be_picked_title is not checked when we try to send, it's a separate trigger that should be a fast way of deciding what can end up in the list to select from
When populating a list of characters we look a this:
- secondary_actor/secondary_recipient = decides what to base the list off (vassals, courtiers, marriage, dynasty, house, ...)
If we're haven't picked a character already (many interactions wants us to pick two characters, such as marriage)
- Trigger: can_be_picked with the current interaction scipe and the tested character set as root
Else if we're picking character number two
- Try setting the character as secondary_actor/secondary_recipient. The interaction should be fully set up after this.
- Do a full Can Send test, but ignore the ai acceptance check.
Note: can_be_picked is only there to filter out the first character we need to select and is not part of the Can Send test.
Is Shown: is_shown is used by the interface to check if the interaction should be visible in the interaction list
Is Valid: is_valid and is_valid_showing_failures_only are tested to see if an interaction should be enabled (clickable) or not in the menu
== ai_targets ==
The following are valid AI targets:
known_secrets - Characters who has a secret you know of
scheme_targets
hooked_characters
neighboring_rulers
peer_vassals
guests
dynasty
courtiers
councillors
prisoners
sub_realm_characters
realm_characters
vassals
liege
self
head_of_faith
spouses
family
children
primary_war_enemies
war_enemies
war_allies
scripted_relations - Any character you have a scripted relation with
activity_host - Host of your involved activity
activity_guests - Guests of your involved activity
contacts - People on your contact list (connected to task contracts)
domicile_location_top_ruler - Ruler of domicile location's Top Realm (for Domicile Owners)
domicile_location_top_realm_vassals - Vassals of domicile location's Top Realm (for Domicile Owners)
domicile_location_neighboring_top_rulers - Rulers of Neighboring Top Realms (for Domicile Owners, uses the top liege of the domicile's location to fetch neighboring realms)
domicile_location_neighboring_top_realm_vassals - Vassals of Neighboring Top Realms (for Domicile Owners, uses the top liege of the domicile's location to fetch neighboring realms)
top_realm_domicile_owners - Owners of domiciles located in Top Liege Realm (for unlanded Domicile Owners, uses the top liege of the location you're in)
sub_realm_domicile_owners - Owners of domiciles located within your own realm (for Landed Rulers)
nearby_domicile_owners - Nearby owners of domiciles (Uses a range value defined as NEARBY_DOMICILE_RANGE in 00_defines.txt)

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,266 +0,0 @@
#for parts of CoAs to be quartered to form a full coa
#for e_spain#
galicia_ancient = {
custom=yes
pattern="pattern__solid_designer.dds"
color1=blue
color2=white
color3=red
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.500000 0.140000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.250000 0.200000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.250000 0.700000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.250000 0.450000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_circle.dds"
instance={
position={ 0.500000 0.320000 }
scale={ 0.280000 0.280000 }
depth=1.010000
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.750000 0.200000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.750000 0.700000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=white
texture="ce_cross_large.dds"
instance={
position={ 0.750000 0.450000 }
scale={ 0.120000 0.120000 }
}
}
colored_emblem={
color1=yellow_light
texture="ce_chalice_01.dds"
instance={
position={ 0.500000 0.650000 }
scale={ 0.700000 0.700000 }
depth=2.010000
}
}
}
portugal_detail = {
custom=yes
pattern="pattern__solid_designer.dds"
color1=red
color2=white
color3=black
colored_emblem={
color1=yellow
texture="ce_castle_random.dds"
instance={
position={ 0.500000 0.110000 }
scale={ 0.150000 0.150000 }
depth=6.010000
}
instance={
position={ 0.850000 0.110000 }
scale={ 0.150000 0.150000 }
depth=7.010000
}
instance={
position={ 0.150000 0.110000 }
scale={ 0.150000 0.150000 }
depth=8.010000
}
instance={
position={ 0.150000 0.500000 }
scale={ 0.150000 0.150000 }
depth=9.010000
}
instance={
position={ 0.850000 0.500000 }
scale={ 0.150000 0.150000 }
depth=10.010000
}
instance={
position={ 0.670000 0.830000 }
scale={ 0.150000 0.150000 }
depth=11.010000
}
instance={
position={ 0.330000 0.830000 }
scale={ 0.150000 0.150000 }
depth=11.010000
}
}
colored_emblem={
color1=blue
color2=white
texture="ce_shield_portugal.dds"
instance={
scale={ 0.250000 0.250000 }
}
instance={
position={ 0.500000 0.650000 }
scale={ 0.250000 0.250000 }
depth=1.010000
}
instance={
position={ 0.500000 0.350000 }
scale={ 0.250000 0.250000 }
depth=2.010000
}
instance={
position={ 0.350000 0.500000 }
scale={ 0.250000 0.250000 }
depth=3.010000
}
instance={
position={ 0.650000 0.500000 }
scale={ 0.250000 0.250000 }
depth=4.010000
}
}
colored_emblem={
color1=white
texture="ce_border_banner.dds"
instance={
scale={ 0.720000 0.720000 }
depth=5.010000
}
}
}
aragon_stripes = {
custom=yes
pattern="pattern_vertical_stripes_01.dds"
color1=yellow_light
color2=red
color3=black
}
#for carolignian titles#
bees = {
custom=yes
pattern="pattern_solid.dds"
color1=red
color2=white
color3=black
colored_emblem={
color1=yellow
color2=yellow_light
color3=yellow_light
texture="ce_bee.dds"
instance={
position={ 0.500000 0.700000 }
scale={ 0.500000 0.500000 }
}
instance={
position={ 0.750000 0.300000 }
scale={ 0.500000 0.500000 }
depth=1.010000
}
instance={
position={ 0.250000 0.300000 }
scale={ 0.500000 0.500000 }
depth=2.010000
}
}
}
karl_cross = {
custom=yes
pattern="pattern__solid_designer.dds"
color1=black
color2=white
color3=black
colored_emblem={
color1=yellow_light
texture="ce_tamgha_regular_circle_frame.dds"
instance={
scale={ 0.700000 0.700000 }
depth=1.010000
}
}
colored_emblem={
color1=yellow_light
color2=yellow
texture="NEOW_ce_cross_carolignian.dds"
instance={
scale={ 0.560000 0.560000 }
}
}
}

View file

@ -1,55 +0,0 @@

e_benelux = {
item = {
trigger = {
holder = {
faith = faith:carolingian
}
}
coat_of_arms = e_lotharingia
}
}
e_france = {
item = {
trigger = {
holder = {
faith = faith:carolingian
}
}
coat_of_arms = e_west_francia
}
}
e_germany = {
item = {
trigger = {
holder = {
faith = faith:carolingian
}
}
coat_of_arms = e_east_francia
}
}
k_france = {
item = {
trigger = {
holder = {
faith = faith:carolingian
}
}
coat_of_arms = k_neustria
}
}
k_belgium = {
item = {
trigger = {
holder = {
faith = faith:carolingian
}
}
coat_of_arms = k_austrasia
}
}

View file

@ -1,21 +0,0 @@
e_france = {
item = {
trigger = {
holder = {
faith = faith:numenorian
}
}
coat_of_arms = k_gondor
}
}
# e_france = {
# item = {
# trigger = {
# holder = {
# faith = faith:numenorian
# }
# }
# coat_of_arms = e_numenor
# }
# }

View file

@ -1,402 +0,0 @@
# Have a look at _court_positions.info for documentation
commander_of_the_guard = {
max_available_positions = 1
category = court_position_category_special
skill = martial
minimum_rank = empire
opinion = {
value = 50
}
# How high the aptitude has to be to reach the 5 different modifier levels
aptitude_level_breakpoints = { 20 40 60 80 }
# How good is this character in this position? root scope is the holder of the court position
aptitude = {
value = 1
add = court_position_aptitude_boon_voyager_trait
add = {
value = martial
multiply = 4
max = 50
desc = court_position_skill_martial
}
if = {
limit = {
has_trait = shieldmaiden
}
add = {
value = 5
desc = court_position_shieldmaiden_trait
}
}
if = {
limit = {
has_trait = gallant
}
add = {
value = 5
desc = court_position_gallant_trait
}
}
if = {
limit = {
has_trait = strong
}
add = {
value = 10
desc = court_position_strong_trait
}
}
if = {
limit = {
has_trait = physique_good_3
}
add = {
value = 15
desc = court_position_physique_good_3_trait
}
}
if = {
limit = {
has_trait = physique_good_2
}
add = {
value = 10
desc = court_position_physique_good_2_trait
}
}
if = {
limit = {
has_trait = physique_good_1
}
add = {
value = 5
desc = court_position_physique_good_1_trait
}
}
if = {
limit = {
has_trait = brave
}
add = {
value = 15
desc = court_position_brave_trait
}
}
if = {
limit = {
has_trait = loyal
}
add = {
value = 10
desc = court_position_loyal_trait
}
}
if = {
limit = {
has_trait = just
}
add = {
value = 10
desc = court_position_just_trait
}
}
if = {
limit = {
has_trait = stubborn
}
add = {
value = 5
desc = court_position_stubborn_trait
}
}
if = {
limit = {
has_trait = honest
}
add = {
value = 10
desc = court_position_honest_trait
}
}
if = {
limit = {
has_trait = unyielding_defender
}
add = {
value = 10
desc = court_position_unyielding_defender_trait
}
}
if = {
limit = {
has_trait = craven
}
add = {
value = -15
desc = court_position_craven_trait
}
}
if = {
limit = {
has_trait = fickle
}
add = {
value = -10
desc = court_position_fickle_trait
}
}
if = {
limit = {
has_trait = disloyal
}
add = {
value = -25
desc = court_position_disloyal_trait
}
}
if = {
limit = {
has_character_flag = best_knight_position
}
add = {
value = 20
desc = best_knight_position_desc
}
}
if = {
limit = {
has_character_flag = competing_knight_position
OR = {
any_court_position_holder = {
type = bodyguard_court_position
has_character_flag = competing_knight_position
}
any_court_position_holder = {
type = champion_court_position
has_character_flag = competing_knight_position
}
}
}
add = 30
desc = competing_knight_position_desc
}
add = court_position_aptitude_traveling_friends_value
add = court_position_aptitude_family_business_value
add = court_position_aptitude_high_penalty_value
# Bonus from court.8311
if = {
limit = { var:bonus_aptitude_role ?= flag:commander_of_the_guard }
add = {
value = cp_bonus_aptitude_value
desc = cp_bonus_aptitude
}
}
}
is_shown = {
has_ep1_court_positions_dlc_trigger = yes
has_ep3_dlc_trigger = yes
primary_title.tier >= tier_empire
# The Varangian Guard has been founded!
#primary_title = { has_variable = founded_varangian_guard }
has_title = title:e_britannia
}
is_shown_character = {
scope:employee = {
is_courtier_of = scope:liege
commander_of_the_guard_validity_trigger = { EMPLOYER = scope:liege }
}
}
valid_character = {
scope:employee = {
commander_of_the_guard_validity_trigger = { EMPLOYER = scope:liege }
}
}
revoke_cost = { # root is the liege, no other scopes are passed here!
prestige = {
value = major_court_position_prestige_revoke_cost
# Set to 0 via obligation hook
if = {
limit = {
court_position_obligation_hook_salary_trigger = {
POS = commander_of_the_guard
LIEGE = root
}
}
multiply = 0
}
# Avoid AI prestige issues
if = {
limit = {
exists = this
is_ai = yes
}
multiply = 0
}
# Special case for events
if = {
limit = {
exists = this
has_character_flag = free_revoke_cost
}
multiply = 0
}
#Lowering for LAAMPS, to match Camp Officer revoke cost
if = {
limit = {
exists = this
is_landless_adventurer = yes
}
value = minor_court_position_prestige_revoke_cost
}
}
}
salary = {
round = no
gold = {
value = medium_court_position_salary # Update X_salary_tooltip if script_value is changed
# Set to 0 with Dynasty Perk Inner Circle
if = {
limit = { court_position_inner_circle_salary_trigger = { POS = commander_of_the_guard } }
multiply = {
value = 0.0
desc = inner_circle_salary_mod
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
}
}
# Halved with obligation hook
else_if = {
limit = {
court_position_obligation_hook_salary_trigger = {
POS = commander_of_the_guard
LIEGE = scope:liege
}
}
multiply = {
value = 0.5
desc = obligation_hook_salary
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
}
}
#Set to 0 with our psycho bodyguard from travel_events.2040
if = {
limit = {
scope:liege = {
employs_court_position = commander_of_the_guard_court_position
any_court_position_holder = {
type = commander_of_the_guard_court_position
has_variable = insane_bodyguard
}
}
}
multiply = {
value = 0.0
desc = insane_bodyguard_salary_mod
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
}
}
# Halved salary
if = {
limit = {
court_position_halved_salary_trigger = { POS = commander_of_the_guard }
}
multiply = {
value = 0.5
desc = court_position_halved_salary
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
}
}
#You're working with LAAMPS now
if = {
limit = {
scope:liege ?= { is_landless_adventurer = yes }
}
multiply = {
value = 0
desc = court_position_laamps_free
format = "BASE_VALUE_FORMAT_DECIMALS_MINUS_POSITIVE"
}
}
}
}
# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints)
scaling_employer_modifiers = {
terrible = {
heavy_infantry_toughness_mult = -0.05
}
poor = {
heavy_infantry_toughness_mult = 0
}
average = {
heavy_infantry_toughness_mult = 0.05
}
good = {
heavy_infantry_toughness_mult = 0.1
}
excellent = {
heavy_infantry_toughness_mult = 0.2
}
}
custom_employer_modifier_description = commander_of_the_guard_employer_custom_effect_description
modifier = {
monthly_prestige = medium_court_position_prestige_salary
}
on_court_position_received = {
commander_of_the_guard_title_accepted_effect = yes
}
on_court_position_revoked = {
commander_of_the_guard_title_revoked_effect = yes
}
on_court_position_invalidated = {
commander_of_the_guard_title_invalidated_effect = yes
}
# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
candidate_score = {
value = 50
add = scope:base_value
add = court_position_candidate_score_base_value
add = court_position_candidate_aptitude_value
scope:liege = {
# More likely if you're scared all the time
if = {
limit = {
has_trait = paranoid
}
add = 50
}
}
scope:liege = {
# More likely if you're scared all the time
if = {
limit = {
number_maa_regiments_of_base_type = {
type = heavy_infantry
value >= 5
}
}
add = 50
}
}
if = { # To stop petitioned positions immediately being fired by the AI
limit = {
court_position_petition_ai_weight_trigger = { ROLE = commander_of_the_guard }
}
add = 1000
}
add = court_position_debt_considerations_value
}
}

View file

@ -1,146 +0,0 @@
pictish = {
color = hsv { 0.58 1.00 0.72 }
ethos = ethos_bellicose
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
traditions = {
tradition_concubines
tradition_poetry
tradition_highland_warriors
tradition_hill_dwellers
}
name_list = name_list_pictish
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
welsh = {
color = welsh
ethos = ethos_stoic
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
traditions = {
tradition_poetry
#tradition_concubines
tradition_highland_warriors
tradition_pastoralists
tradition_staunch_traditionalists
#tradition_longbow_competitions
}
name_list = name_list_NEOW_welsh
coa_gfx = { welsh_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
breton = {
color = hsv { 0.72 0.6 0.76 }
ethos = ethos_communal
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
traditions = {
tradition_fishermen
tradition_storytellers
tradition_swords_for_hire
tradition_chanson_de_geste
}
name_list = name_list_NEOW_breton
coa_gfx = { breton_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
cornish = {
color = hsv { 0.72 0.6 0.72 }
ethos = ethos_communal
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
traditions = {
tradition_fishermen
tradition_storytellers
tradition_ancient_miners
}
name_list = name_list_NEOW_cornish
coa_gfx = { welsh_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
cumbrian = {
color = hsv { 0.64 0.6 0.72 }
ethos = ethos_stoic
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
traditions = {
tradition_poetry
tradition_concubines
tradition_highland_warriors
tradition_stalwart_defenders
}
name_list = name_list_cumbrian
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}

View file

@ -1,486 +0,0 @@
saxon = {
color = saxon
created = 843.1.1
parents = { old_saxon }
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_saxon
martial_custom = martial_custom_male_only
traditions = {
tradition_stand_and_fight
tradition_ruling_caste
tradition_religious_patronage
}
name_list = name_list_saxon
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
franconian = {
color = { 0.5 0.5 0.5 }
created = 640.1.1 # Frankish settlements appeared along the Rhine during the 7th century
parents = { frankish }
ethos = ethos_courtly
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_castle_keepers
}
name_list = name_list_franconian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
swabian = {
color = swabian
ethos = ethos_communal
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_mountain_homes
tradition_parochialism
tradition_hard_working
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
rottisch = {
color = { 0.6 0.6 0.7 }
ethos = ethos_communal
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_chivalry
tradition_mountain_homes
tradition_chanson_de_geste
tradition_hard_working
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
bavarian = {
color = { 0.55 0.55 0.55 }
ethos = ethos_spiritual
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_zealous_people
tradition_stand_and_fight
tradition_hereditary_hierarchy
}
name_list = name_list_bavarian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
dutch = {
color = dutch
created = 750.1.1 # Frankish settlements in Frisia from the 6th to 8th century
parents = { frankish frisian }
ethos = ethos_bureaucratic
heritage = heritage_central_germanic
language = language_dutch
martial_custom = martial_custom_male_only
traditions = {
tradition_agrarian
tradition_parochialism
tradition_maritime_mercantilism
tradition_polders
}
name_list = name_list_dutch
coa_gfx = { frisian_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
german = { #obsolete
color = { 0.5 0.5 0.5 }
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_stand_and_fight
}
name_list = name_list_german
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
austrian = {
color = { 0.6 0.6 0.6 }
ethos = ethos_spiritual
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_zealous_people
tradition_stand_and_fight
tradition_hereditary_hierarchy
}
name_list = name_list_bavarian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
NEOW_pomeranian = {
color = { 0.3 0.3 0.3 }
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_saxon
martial_custom = martial_custom_male_only
traditions = {
tradition_stand_and_fight
tradition_ruling_caste
tradition_religious_patronage
}
name_list = name_list_saxon
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
brandenburger = {
color = { 0.2 0.3 0.3 }
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_saxon
martial_custom = martial_custom_male_only
traditions = {
tradition_stand_and_fight
tradition_ruling_caste
tradition_religious_patronage
}
name_list = name_list_saxon
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
low_saxon = {
color = { 0.2 0.2 0.3 }
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_saxon
martial_custom = martial_custom_male_only
traditions = {
tradition_stand_and_fight
tradition_ruling_caste
tradition_religious_patronage
}
name_list = name_list_saxon
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
hessian = {
color = { 0.5 0.6 0.5 }
ethos = ethos_courtly
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_castle_keepers
}
name_list = name_list_franconian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
palatine = {
color = { 0.5 0.7 0.5 }
ethos = ethos_courtly
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_castle_keepers
}
name_list = name_list_franconian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
kuhjung = {
color = { 0.6 0.7 0.5 }
ethos = ethos_courtly
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_castle_keepers
}
name_list = name_list_franconian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
turkisch = {
color = { 0.6 0.8 0.5 }
ethos = ethos_courtly
heritage = heritage_central_germanic
language = language_high_german
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_astute_diplomats
tradition_castle_keepers
}
name_list = name_list_franconian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
limburgisch = {
color = { 0.7 0.3 0.1 }
ethos = ethos_bureaucratic
heritage = heritage_central_germanic
language = language_dutch
martial_custom = martial_custom_male_only
traditions = {
tradition_agrarian
tradition_parochialism
tradition_maritime_mercantilism
tradition_polders
}
name_list = name_list_dutch
coa_gfx = { frisian_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
kleverlandish = {
color = { 0.75 0.3 0.0 }
ethos = ethos_bureaucratic
heritage = heritage_central_germanic
language = language_dutch
martial_custom = martial_custom_male_only
traditions = {
tradition_agrarian
tradition_parochialism
tradition_maritime_mercantilism
tradition_polders
}
name_list = name_list_dutch
coa_gfx = { frisian_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}

View file

@ -1,120 +0,0 @@
irish = {
color = { 78 121 95 }
ethos = ethos_communal
heritage = heritage_goidelic
language = language_anglo_irish
martial_custom = martial_custom_equal
traditions = {
tradition_pastoralists
tradition_adaptive_skirmishing
tradition_festivities
tradition_hit_and_run
tradition_xenophilic
}
name_list = name_list_neow_goidelic
coa_gfx = { irish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
gaelic = {
color = gaelic
created = 800.1.1
parents = { irish pictish }
ethos = ethos_bellicose
heritage = heritage_goidelic
language = language_goidelic
martial_custom = martial_custom_equal
traditions = {
tradition_fishermen
tradition_hill_dwellers
tradition_highland_warriors
tradition_strong_kinship
tradition_fp1_performative_honour
}
name_list = name_list_neow_scottish
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
high_irish = {
color = { 64 105 65 }
ethos = ethos_stoic
heritage = heritage_goidelic
language = language_goidelic
martial_custom = martial_custom_equal
traditions = {
tradition_pastoralists
tradition_poetry
tradition_festivities
tradition_xenophilic
tradition_hit_and_run
}
name_list = name_list_neow_goidelic
coa_gfx = { irish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
manx = {
color = { 60 125 55 }
ethos = ethos_stoic
heritage = heritage_goidelic
language = language_goidelic
martial_custom = martial_custom_equal
traditions = {
tradition_seafaring
tradition_castle_keepers
tradition_maritime_mercantilism
tradition_fishermen
}
name_list = name_list_neow_scottish
coa_gfx = { irish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}

View file

@ -1,455 +0,0 @@
andalusian = {
color = { 0.4 0.6 0.1 }
created = 800.1.1
parents = { visigothic bedouin }
ethos = ethos_courtly
heritage = heritage_iberian
language = language_arabic
martial_custom = martial_custom_male_only
traditions = {
tradition_hit_and_run
}
dlc_tradition = {
trait = tradition_artisans
requires_dlc_flag = royal_court
}
dlc_tradition = {
trait = tradition_fp2_malleable_subjects
requires_dlc_flag = the_fate_of_iberia
fallback = tradition_xenophilic
}
dlc_tradition = {
trait = tradition_fp2_ritualised_friendship
requires_dlc_flag = the_fate_of_iberia
}
dlc_tradition = {
trait = tradition_fp2_strategy_gamers
requires_dlc_flag = the_fate_of_iberia
}
name_list = name_list_andalusian
coa_gfx = { arabic_group_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_muslim_clothing_gfx dde_abbasid_clothing_gfx mena_clothing_gfx }
unit_gfx = { iberian_muslim_unit_gfx }
ethnicities = {
10 = arab
10 = mediterranean
}
}
basque = {
color = basque
ethos = ethos_egalitarian
heritage = heritage_hispanic
language = language_basque
martial_custom = martial_custom_male_only
traditions = {
tradition_hill_dwellers
tradition_highland_warriors
tradition_fp2_ritualised_friendship
tradition_fishermen
}
name_list = name_list_basque
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
castilian = {
color = castilian
created = 800.1.1
parents = { visigothic }
ethos = ethos_bellicose
heritage = heritage_hispanic
language = language_hispanophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_martial_admiration
tradition_castle_keepers
tradition_fp2_ritualised_friendship
tradition_zealous_people
}
name_list = name_list_castilian
coa_gfx = { castilian_coa_gfx iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
catalan = {
color = { 0.76 0.42 0.08 }
created = 800.1.1
parents = { visigothic occitan }
ethos = ethos_courtly
heritage = heritage_hispanic
language = language_occitano_romance
martial_custom = martial_custom_male_only
traditions = {
tradition_chivalry
tradition_fp2_ritualised_friendship
tradition_martial_admiration
tradition_parochialism
}
name_list = name_list_catalan
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
portuguese = {
color = { 0.75 0.67 0.07 }
created = 1100.1.1
parents = { galician }
ethos = ethos_bellicose
heritage = heritage_lusotanian
language = language_lusophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_martial_admiration
tradition_monastic_communities
tradition_seafaring
tradition_castle_keepers
}
name_list = name_list_portuguese
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
visigothic = {
color = { 0.55 0.55 0.15 }
created = 418.1.1 # Just calling the start of the kingdom as the split for now
parents = { gothic }
ethos = ethos_egalitarian
heritage = heritage_iberian
language = language_iberian
martial_custom = martial_custom_male_only
traditions = {
tradition_visigothic_codes
tradition_hit_and_run
tradition_martial_admiration
}
name_list = name_list_visigothic
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
galician = {
color = { 0.92 0.93 0.63 }
created = 800.1.1
parents = { visigothic }
ethos = ethos_spiritual
heritage = heritage_hispanic
language = language_lusophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_monastic_communities
tradition_highland_warriors
tradition_fishermen
tradition_ancient_miners
}
name_list = name_list_galician
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
asturleonese = {
color = { 0.98 0.85 0.36 }
created = 800.1.1
parents = { visigothic }
ethos = ethos_egalitarian
heritage = heritage_hispanic
language = language_hispanophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_hard_working
tradition_castle_keepers
tradition_fp2_ritualised_friendship
tradition_zealous_people
}
name_list = name_list_asturleonese
coa_gfx = { leonese_coa_gfx iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
aragonese = {
color = { 0.80 0.67 0.24 }
created = 1035.10.18
parents = { basque catalan }
ethos = ethos_bellicose
heritage = heritage_hispanic
language = language_hispanophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_agrarian
tradition_castle_keepers
tradition_fp2_ritualised_friendship
tradition_martial_admiration
}
name_list = name_list_aragonese
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
suebi = {
color = { 0.8 0.7 0.4 }
ethos = ethos_bellicose
heritage = heritage_iberian
language = language_central_germanic
martial_custom = martial_custom_male_only
traditions = {
tradition_stand_and_fight
tradition_agrarian
}
name_list = name_list_suebi
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
extremeno = {
color = { 0.7 0.7 0.2 }
ethos = ethos_bellicose
heritage = heritage_hispanic
language = language_hispanophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_ep2_avid_falconers
tradition_fp2_ritualised_friendship
tradition_castle_keepers
tradition_astute_diplomats
}
name_list = name_list_castilian
coa_gfx = { castilian_coa_gfx iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
NEOW_andalusian = {
color = { 0.89 0.92 0.67 }
ethos = ethos_bellicose
heritage = heritage_hispanic
language = language_hispanophonic
martial_custom = martial_custom_male_only
traditions = {
tradition_ep2_avid_falconers
tradition_fp2_ritualised_friendship
tradition_zealous_people
tradition_astute_diplomats
}
name_list = name_list_castilian
coa_gfx = { castilian_coa_gfx iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
andorra = {
color = { 0.78 0.59 0.2 }
ethos = ethos_courtly
heritage = heritage_hispanic
language = language_occitano_romance
martial_custom = martial_custom_male_only
traditions = {
tradition_chivalry
tradition_fp2_ritualised_friendship
tradition_highland_warriors
tradition_parochialism
}
name_list = name_list_catalan
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
occitan = {
color = occitan
ethos = ethos_egalitarian
heritage = heritage_frankish
language = language_occitano_romance
martial_custom = martial_custom_male_only
head_determination = head_determination_domain
traditions = {
tradition_equal_inheritance
tradition_chivalry
tradition_chanson_de_geste
tradition_parochialism
}
name_list = name_list_occitan
coa_gfx = { occitan_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
5 = caucasian_ginger
45 = caucasian_brown_hair
35 = caucasian_dark_hair
}
}
valencian = {
color = { 0.91 0.63 0.24 }
ethos = ethos_courtly
heritage = heritage_hispanic
language = language_occitano_romance
martial_custom = martial_custom_male_only
traditions = {
tradition_ep2_avid_falconers
tradition_forbearing
tradition_castle_keepers
tradition_fp2_ritualised_friendship
}
name_list = name_list_catalan
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
balearic = {
color = { 0.91 0.63 0.34 }
ethos = ethos_courtly
heritage = heritage_hispanic
language = language_occitano_romance
martial_custom = martial_custom_male_only
traditions = {
tradition_chivalry
tradition_forbearing
tradition_city_keepers
tradition_fishermen
}
name_list = name_list_catalan
coa_gfx = { iberian_group_coa_gfx western_coa_gfx }
building_gfx = { iberian_building_gfx }
clothing_gfx = { iberian_christian_clothing_gfx western_clothing_gfx }
unit_gfx = { iberian_christian_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1,496 +0,0 @@
italian = {
color = italian
parents = { roman }
created = 476.11.4
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
roman = {
color = { 0.8 0.1 0.1 }
ethos = ethos_bellicose
heritage = heritage_latin
language = language_latin
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_legalistic
tradition_roman_legacy
tradition_poetry
tradition_hereditary_hierarchy
tradition_noble_adoption
}
name_list = name_list_roman
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { byzantine_clothing_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { eastern_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
cisalpine = {
color = { 0.95 0.95 0.55 }
created = 800.1.1
parents = { frankish lombard }
ethos = ethos_communal
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_republican_legacy
tradition_mountain_homes
tradition_maritime_mercantilism
}
name_list = name_list_cisalpine
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
sardinian = {
color = sardinian
parents = { roman }
created = 100.1.1
ethos = ethos_communal
heritage = heritage_latin
language = language_sardinian
martial_custom = martial_custom_male_only
traditions = {
tradition_stalwart_defenders
tradition_isolationist
}
name_list = name_list_sardinian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
sicilian = {
color = { 0.65 0.65 0.2 }
parents = { lombard greek }
created = 950.1.1
ethos = ethos_courtly
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_xenophilic
tradition_swords_for_hire
tradition_ruling_caste
tradition_poetry
tradition_republican_legacy
}
name_list = name_list_sicilian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
lombard = { #Italo-Lombards
color = { 0.8 0.8 0.5 }
created = 650.1.1
parents = { langobard italian }
ethos = ethos_stoic
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_isolationist
tradition_martial_admiration
tradition_stand_and_fight
tradition_republican_legacy
}
name_list = name_list_lombard
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
langobard = { #Germanic Ancestor culture
color = langobard
ethos = ethos_stoic
heritage = heritage_central_germanic
language = language_central_germanic
martial_custom = martial_custom_male_only
traditions = {
tradition_isolationist
tradition_martial_admiration
tradition_stand_and_fight
}
dlc_tradition = {
trait = tradition_malleable_invaders
requires_dlc_flag = hybridize_culture
}
name_list = name_list_lombard
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
corsican = {
color = { 0.8 0.9 0.9 }
parents = { roman }
created = 100.1.1
ethos = ethos_communal
heritage = heritage_latin
language = language_sardinian
martial_custom = martial_custom_male_only
traditions = {
tradition_stalwart_defenders
tradition_isolationist
}
name_list = name_list_sardinian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
azurrano = {
color = { 0.8 0.9 0.7 }
parents = { corsican sardinian }
created = 2500.1.1
ethos = ethos_communal
heritage = heritage_latin
language = language_sardinian
martial_custom = martial_custom_male_only
traditions = {
tradition_stalwart_defenders
tradition_isolationist
}
name_list = name_list_sardinian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
neapolitan = {
color = { 0.9 0.9 0.7 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
pugliese = {
color = { 0.9 0.9 0.8 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
laziale = {
color = { 1 0.9 0.8 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
tuscan = {
color = { 1 0.8 0.8 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
romagnol = {
color = { 1 0.7 0.8 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
emilian = {
color = { 1 0.7 0.7 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
piedmontese = {
color = { 1 0.6 0.6 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
NEOW_lombard = {
color = { 1 0.75 0.75 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
venetian = {
color = { 0.9 0.4 0.8 }
ethos = ethos_spiritual
heritage = heritage_latin
language = language_italian
martial_custom = martial_custom_male_only
traditions = {
tradition_formation_fighting
tradition_republican_legacy
tradition_poetry
}
name_list = name_list_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1 +0,0 @@


View file

@ -1,32 +0,0 @@
arbereshe = {
color = { 0.9 0.4 0.4 }
created = 1500.1.1
parents = { albanian sicilian }
ethos = ethos_communal
heritage = heritage_albanian
language = language_arbereshe
martial_custom = martial_custom_male_only
traditions = {
tradition_swords_for_hire
tradition_hill_dwellers
tradition_wedding_ceremonies
}
dlc_tradition = {
trait = tradition_staunch_traditionalists
requires_dlc_flag = hybridize_culture
}
name_list = name_list_albanian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1,361 +0,0 @@
angler = {
color = { 207 176 39 }
created = 2300.1.1
parents = { easlander }
ethos = ethos_communal
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
tradition_fishermen
tradition_diasporic
#tradition_longbow_competitions
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
18 = caucasian_blond
12 = caucasian_ginger
28 = caucasian_brown_hair
20 = caucasian_dark_hair
4 = slavic_blond
3 = slavic_brown_hair
1 = slavic_dark_hair
3 = indian
2 = south_indian
5 = asian
2 = arab
2 = african
}
}
weslander = {
color = { 0.8 0.8 0.2 }
ethos = ethos_stoic
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
tradition_ancient_miners
tradition_festivities
#tradition_longbow_competitions
#tradition_agrarian
tradition_fishermen
#tradition_castle_keepers
tradition_seafaring
tradition_practiced_pirates
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
norflander = {
color = { 0.95 0.6 0.1 }
ethos = ethos_stoic
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
tradition_pastoralists
tradition_life_is_just_a_joke
tradition_seafaring
tradition_ancient_miners
tradition_metal_craftsmanship
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
easlander = {
color = { 0.9 0.7 0.3 }
ethos = ethos_communal
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
tradition_fishermen
tradition_wetlanders
tradition_staunch_traditionalists
tradition_seafaring
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
18 = caucasian_blond
12 = caucasian_ginger
28 = caucasian_brown_hair
20 = caucasian_dark_hair
4 = slavic_blond
3 = slavic_brown_hair
1 = slavic_dark_hair
3 = indian
2 = south_indian
5 = asian
2 = arab
2 = african
}
}
souflander = {
color = { 0.9 0.75 0.2 }
ethos = ethos_stoic
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
tradition_fp3_beacon_of_learning
#tradition_british_armoires
tradition_seafaring
tradition_ep3_cultivated_sophistication
tradition_maritime_mercantilism
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
18 = caucasian_blond
12 = caucasian_ginger
28 = caucasian_brown_hair
20 = caucasian_dark_hair
4 = slavic_blond
3 = slavic_brown_hair
1 = slavic_dark_hair
3 = indian
2 = south_indian
5 = asian
2 = arab
2 = african
}
}
norner = {
color = { 0.9 0.56 0.1 }
ethos = ethos_stoic
heritage = heritage_anglo_frisian
language = language_english
martial_custom = martial_custom_equal
traditions = {
#tradition_upland_skirmishing
#tradition_longbow_competitions
tradition_modest
tradition_hard_working
tradition_staunch_traditionalists
tradition_stalwart_defenders
}
name_list = name_list_english
name_list = name_list_irish
coa_gfx = { irish_coa_gfx english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
english = {
color = english
created = 1070.1.1
parents = { norman anglo_saxon }
ethos = ethos_bureaucratic
heritage = heritage_west_germanic
language = language_anglic
martial_custom = martial_custom_male_only
traditions = {
tradition_hereditary_hierarchy
tradition_chivalry
tradition_castle_keepers
tradition_longbow_competitions
}
name_list = name_list_english
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
frisian = { #Consider this to be "old frisian", in the times of "Frankish" culture, so 760s and before.
# Effectively, this culture isn't playable in game
color = { 0.7 0.3 0.0 }
ethos = ethos_stoic
heritage = heritage_west_germanic
language = language_anglic
martial_custom = martial_custom_male_only
traditions = {
tradition_fishermen
tradition_zealous_people
tradition_battlefield_looters
}
name_list = name_list_frisian
coa_gfx = { frisian_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
anglo_saxon = {
color = { 0.8 0.3 0.3 }
created = 500.1.1
parents = { old_saxon }
ethos = ethos_bureaucratic
heritage = heritage_west_germanic
language = language_anglic
martial_custom = martial_custom_male_only
traditions = {
tradition_the_witenagemot
tradition_city_keepers
tradition_hird
}
name_list = name_list_anglo_saxon
coa_gfx = { anglo_saxon_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
old_saxon = {
color = { 0.5 0.1 0.1 }
ethos = ethos_bellicose
heritage = heritage_west_germanic
language = language_anglic
martial_custom = martial_custom_male_only
traditions = {
tradition_things
tradition_seafaring
tradition_hird
}
dlc_tradition = {
trait = tradition_malleable_invaders
requires_dlc_flag = hybridize_culture
}
name_list = name_list_old_saxon
coa_gfx = { western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { fp1_norse_clothing_gfx northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_northern_blond
15 = caucasian_northern_ginger
35 = caucasian_northern_brown_hair
25 = caucasian_northern_dark_hair
}
}
scottish = {
color = hsv{ 0.035 0.8 0.8 }
created = 1050.1.1
parents = { anglo_saxon cumbrian }
ethos = ethos_bureaucratic
heritage = heritage_scottish
language = language_scots
martial_custom = martial_custom_male_only
traditions = {
tradition_parochialism
tradition_fp3_beacon_of_learning
tradition_strong_kinship
tradition_maritime_mercantilism
tradition_staunch_traditionalists
}
name_list = name_list_neow_scottish
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}

View file

@ -1,140 +0,0 @@
soueyrneg = {
color = { 0.7 0.1 0.25 }
created = 2100.1.1
parents = { english welsh }
ethos = ethos_bureaucratic
heritage = heritage_brythonic
language = language_brittannic
martial_custom = martial_custom_equal
traditions = {
tradition_british_palace_politics
tradition_fp3_beacon_of_learning
#tradition_british_armoires
tradition_seafaring
tradition_ep3_cultivated_sophistication
tradition_maritime_mercantilism
}
name_list = name_list_brittannic
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
18 = caucasian_blond
12 = caucasian_ginger
28 = caucasian_brown_hair
20 = caucasian_dark_hair
4 = slavic_blond
3 = slavic_brown_hair
1 = slavic_dark_hair
3 = indian
2 = south_indian
5 = asian
2 = arab
2 = african
}
}
prytoneg = {
color = { 0.8 0.2 0.2 }
created = 2100.1.1
parents = { english welsh }
ethos = ethos_stoic
heritage = heritage_brythonic
language = language_brittannic
martial_custom = martial_custom_equal
traditions = {
tradition_british_palace_politics
tradition_ancient_miners
tradition_fishermen
tradition_metal_craftsmanship
tradition_pastoralists
}
name_list = name_list_brittannic
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
scouseg = {
color = { 0.95 0.15 0.15 }
created = 2100.1.1
parents = { english welsh }
ethos = ethos_courtly
heritage = heritage_brythonic
language = language_brittannic
martial_custom = martial_custom_equal
traditions = {
tradition_british_palace_politics
tradition_maritime_mercantilism
tradition_culture_blending
tradition_hard_working
tradition_parochialism
}
name_list = name_list_brittannic
coa_gfx = { english_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
strafclideg = {
color = { 0.45 0.1 0.25 }
created = 2200.1.1
parents = { scottish welsh }
ethos = ethos_bureaucratic
heritage = heritage_brythonic
language = language_brittannic
martial_custom = martial_custom_equal
traditions = {
tradition_british_palace_politics
tradition_parochialism
tradition_hard_working
tradition_fp3_beacon_of_learning
tradition_strong_kinship
}
name_list = name_list_brittannic
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}

View file

@ -1,87 +0,0 @@
emilian = {
color = { 1 0.7 0.7 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_cisalpine
martial_custom = martial_custom_male_only
traditions = {
tradition_city_keepers
tradition_republican_legacy
tradition_culinary_art
tradition_swords_for_hire
}
name_list = name_list_gallo_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
piedmontese = {
color = { 1 0.6 0.6 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_cisalpine
martial_custom = martial_custom_male_only
traditions = {
tradition_city_keepers
tradition_republican_legacy
tradition_hill_dwellers
tradition_brewery
tradition_swords_for_hire
}
name_list = name_list_gallo_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
NEOW_lombard = {
color = { 1 0.75 0.75 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_cisalpine
martial_custom = martial_custom_male_only
traditions = {
tradition_city_keepers
tradition_republican_legacy
tradition_artisans
tradition_metal_craftsmanship
tradition_swords_for_hire
}
name_list = name_list_gallo_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1,404 +0,0 @@
metropolitain = {
color = french
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_culinary_art
tradition_ep3_cultivated_sophistication
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
12 = arab
7 = african
3 = mediterranean
4 = asian
1 = south_indian
}
}
normaund = {
color = normaund
ethos = ethos_stoic
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_castle_keepers
tradition_chivalry
tradition_fishermen
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
8 = caucasian_blond
4 = caucasian_ginger
35 = caucasian_brown_hair
28 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
8 = arab
4 = african
3 = mediterranean
1 = asian
1 = south_indian
}
}
bourguignon = {
color = bourguignon
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
8 = caucasian_blond
4 = caucasian_ginger
35 = caucasian_brown_hair
28 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
8 = arab
4 = african
3 = mediterranean
1 = asian
1 = south_indian
}
}
axiton = {
color = axiton
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
11 = arab
4 = african
7 = mediterranean
1 = asian
1 = south_indian
}
}
provencal = {
color = provencal
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
11 = arab
4 = african
7 = mediterranean
1 = asian
1 = south_indian
}
}
patoues = {
color = { 100 56 255 }
ethos = ethos_stoic
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
11 = arab
4 = african
7 = mediterranean
1 = asian
1 = south_indian
}
}
picard = {
color = picard
ethos = ethos_stoic
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_warrior_culture
tradition_chivalry
tradition_reverence_for_veterans
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
8 = caucasian_blond
4 = caucasian_ginger
35 = caucasian_brown_hair
28 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
8 = arab
4 = african
3 = mediterranean
1 = asian
1 = south_indian
}
}
galo = {
color = { 0.2 0.6 0.7 }
created = 1000.1.1
parents = { metropolitain breton }
ethos = ethos_bellicose
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_swords_for_hire
tradition_chivalry
tradition_fp2_malleable_subjects
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
8 = caucasian_blond
4 = caucasian_ginger
35 = caucasian_brown_hair
28 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
8 = arab
4 = african
3 = mediterranean
1 = asian
1 = south_indian
}
}
poitevin = {
color = { 0.5 0.7 0.8 }
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
8 = caucasian_blond
4 = caucasian_ginger
35 = caucasian_brown_hair
28 = caucasian_dark_hair
5 = slavic_blond
4 = slavic_brown_hair
1 = slavic_dark_hair
8 = arab
4 = african
3 = mediterranean
1 = asian
1 = south_indian
}
}
gascon = {
color = { 0.4 0.8 0.9 }
ethos = ethos_courtly
heritage = heritage_french
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_NEOW_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
11 = arab
4 = african
7 = mediterranean
1 = asian
1 = south_indian
}
}
beur = {
color = { 0.4 0.9 0.9 }
ethos = ethos_courtly
heritage = heritage_arabic
language = language_french
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_hereditary_hierarchy
tradition_chivalry
tradition_brewery
}
name_list = name_list_maghrebi
coa_gfx = { arabic_group_coa_gfx french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
4 = caucasian_blond
2 = caucasian_ginger
15 = caucasian_brown_hair
10 = caucasian_dark_hair
55 = arab
5 = african
10 = mediterranean
}
}

View file

@ -1,73 +0,0 @@
NEOW_sephardi = {
color = { 0.4 0.4 0.7 }
ethos = ethos_communal
heritage = heritage_israelite
language = language_sarphatique
martial_custom = martial_custom_equal
traditions = {
tradition_chanson_de_geste
tradition_diasporic
tradition_chivalry
tradition_philosopher_culture
tradition_maritime_mercantilism
}
name_list = name_list_sephardi
coa_gfx = { israelite_group_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
11 = arab
4 = african
7 = mediterranean
1 = asian
1 = south_indian
}
}
sharoni = {
color = { 0.4 0.4 0.75 }
ethos = ethos_communal
heritage = heritage_israelite
language = language_hebrew
martial_custom = martial_custom_equal
traditions = {
tradition_diasporic
tradition_caravaneers
tradition_philosopher_culture
tradition_maritime_mercantilism
tradition_mobile_guards
}
name_list = name_list_ashkenazi
coa_gfx = { israelite_group_coa_gfx }
building_gfx = { mena_building_gfx }
clothing_gfx = { byzantine_clothing_gfx }
unit_gfx = { mena_unit_gfx }
ethnicities = { #Need to set this up properly later
6 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
25 = caucasian_dark_hair
6 = slavic_blond
5 = slavic_brown_hair
1 = slavic_dark_hair
13 = arab
4 = african
7 = mediterranean
}
}

View file

@ -1,269 +0,0 @@
sicilian = {
color = { 0.65 0.65 0.2 }
parents = { lombard greek }
created = 950.1.1
ethos = ethos_courtly
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_culture_blending
tradition_castle_keepers
tradition_seafaring
tradition_fishermen
}
dlc_tradition = {
trait = tradition_fp2_malleable_subjects
requires_dlc_flag = the_fate_of_iberia
}
name_list = name_list_sicilian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
corsican = {
color = { 0.8 0.9 0.9 }
parents = { roman }
created = 100.1.1
ethos = ethos_communal
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_seafaring
tradition_mountaineers
tradition_republican_legacy
tradition_swords_for_hire
}
name_list = name_list_sardinian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
azurrano = {
color = { 0.8 0.9 0.7 }
parents = { corsican sardinian }
created = 2500.1.1
ethos = ethos_communal
heritage = heritage_italian
language = language_sardinian
martial_custom = martial_custom_male_only
traditions = {
tradition_maritime_mercantilism
tradition_culture_blending
tradition_stalwart_defenders
tradition_swords_for_hire
}
name_list = name_list_sardinian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
neapolitan = {
color = { 0.9 0.9 0.7 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_culinary_art
tradition_castle_keepers
tradition_music_theory
tradition_culture_blending
tradition_swords_for_hire
}
name_list = name_list_italo_dalmatian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
pugliese = {
color = { 0.9 0.9 0.8 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_swords_for_hire
tradition_culture_blending
tradition_agrarian
tradition_castle_keepers
}
name_list = name_list_italo_dalmatian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
laziale = {
color = { 1 0.9 0.8 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_zealous_people
tradition_legalistic
tradition_ruling_caste
tradition_religious_patronage
tradition_swords_for_hire
}
name_list = name_list_italo_dalmatian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
tuscan = {
color = { 1 0.8 0.8 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_city_keepers
tradition_republican_legacy
tradition_brewery
tradition_artisans
tradition_swords_for_hire
}
name_list = name_list_italo_dalmatian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
venetian = {
color = { 0.9 0.4 0.8 }
ethos = ethos_courtly
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_maritime_mercantilism
tradition_republican_legacy
tradition_seafaring
tradition_festivities
tradition_wetlanders
}
name_list = name_list_italo_dalmatian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}
romagnol = {
color = { 1 0.7 0.8 }
ethos = ethos_spiritual
heritage = heritage_italian
language = language_italo_dalmatian
martial_custom = martial_custom_male_only
traditions = {
tradition_republican_legacy
tradition_swords_for_hire
tradition_agrarian
tradition_brewery
}
name_list = name_list_gallo_italian
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1,106 +0,0 @@
belge = {
color = { 0.4 0.4 0.8 }
ethos = ethos_communal
heritage = heritage_mosellic
language = language_mosellic
martial_custom = martial_custom_equal
traditions = {
tradition_astute_diplomats
tradition_culture_blending
tradition_stalwart_defenders
tradition_pacifism
}
name_list = name_list_mosellic
coa_gfx = { french_coa_gfx frankish_group_coa_gfx frisian_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
5 = caucasian_ginger
45 = caucasian_brown_hair
35 = caucasian_dark_hair
}
}
letzebuerge = {
color = { 0.4 0.4 0.9 }
ethos = ethos_communal
heritage = heritage_mosellic
language = language_mosellic
martial_custom = martial_custom_equal
traditions = {
tradition_culture_blending
}
name_list = name_list_mosellic
coa_gfx = { french_coa_gfx frankish_group_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
5 = caucasian_ginger
45 = caucasian_brown_hair
35 = caucasian_dark_hair
}
}
lorin = {
color = { 0.5 0.4 0.9 }
ethos = ethos_communal
heritage = heritage_mosellic
language = language_mosellic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
}
name_list = name_list_mosellic
coa_gfx = { french_coa_gfx frankish_group_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
5 = caucasian_ginger
45 = caucasian_brown_hair
35 = caucasian_dark_hair
}
}
elsasse = {
color = { 0.4 0.4 0.6 }
ethos = ethos_communal
heritage = heritage_mosellic
language = language_mosellic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
}
name_list = name_list_mosellic
coa_gfx = { french_coa_gfx frankish_group_coa_gfx german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
5 = caucasian_ginger
45 = caucasian_brown_hair
35 = caucasian_dark_hair
}
}

View file

@ -1,230 +0,0 @@
norse = {
color = norse
# T_ 222 þ 254 Ð 208 T_ 240 E_
ethos = ethos_bellicose
heritage = heritage_north_germanic
language = language_norse
martial_custom = martial_custom_male_only
head_determination = head_determination_domain
traditions = {
tradition_things
}
dlc_tradition = {
trait = tradition_malleable_invaders
requires_dlc_flag = hybridize_culture
}
# FP1 Traditions
dlc_tradition = {
trait = tradition_fp1_coastal_warriors
requires_dlc_flag = the_northern_lords
fallback = tradition_hird
}
dlc_tradition = {
trait = tradition_fp1_performative_honour
requires_dlc_flag = the_northern_lords
fallback = tradition_poetry
}
dlc_tradition = {
trait = tradition_fp1_northern_stories
requires_dlc_flag = the_northern_lords
fallback = tradition_runestones
}
name_list = name_list_norse
coa_gfx = { norse_coa_gfx western_coa_gfx }
building_gfx = { norse_building_gfx }
clothing_gfx = { fp1_norse_clothing_gfx northern_clothing_gfx }
unit_gfx = { norse_unit_gfx }
ethnicities = {
70 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
5 = caucasian_northern_dark_hair
}
}
swedish = {
color = { 0.25 0.5 0.75 }
created = 1000.1.1
parents = { norse }
ethos = ethos_bellicose
heritage = heritage_north_germanic
language = language_norse
martial_custom = martial_custom_equal
head_determination = head_determination_domain
traditions = {
tradition_zealous_people
tradition_runestones
tradition_things
tradition_fp1_coastal_warriors
}
# FP1 Traditions
name_list = name_list_swedish
coa_gfx = { swedish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { northern_unit_gfx }
ethnicities = {
70 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
5 = caucasian_northern_dark_hair
}
}
norwegian = {
color = { 210 150 255 }
created = 1000.1.1
parents = { norse }
ethos = ethos_stoic
heritage = heritage_north_germanic
language = language_norse
martial_custom = martial_custom_equal
head_determination = head_determination_domain
traditions = {
tradition_storytellers
tradition_runestones
tradition_things
tradition_maritime_mercantilism
}
# FP1 Traditions
dlc_tradition = {
trait = tradition_fp1_coastal_warriors
requires_dlc_flag = the_northern_lords
fallback = tradition_hird
}
name_list = name_list_norwegian
coa_gfx = { norwegian_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { northern_unit_gfx }
ethnicities = {
70 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
5 = caucasian_northern_dark_hair
}
}
danish = {
color = { 0.15 0.4 0.55 }
created = 1000.1.1
parents = { norse }
ethos = ethos_stoic
heritage = heritage_north_germanic
language = language_norse
martial_custom = martial_custom_equal
head_determination = head_determination_domain
traditions = {
tradition_things
tradition_eye_for_an_eye
tradition_hereditary_hierarchy
tradition_runestones
}
# FP1 Traditions
dlc_tradition = {
trait = tradition_fp1_coastal_warriors
requires_dlc_flag = the_northern_lords
fallback = tradition_hird
}
name_list = name_list_danish
coa_gfx = { danish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { northern_unit_gfx }
ethnicities = {
70 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
5 = caucasian_northern_dark_hair
}
}
doggerlander = {
color = { 0.15 0.5 0.5 }
created = 2175.1.1
parents = { danish easlander }
ethos = ethos_bellicose
heritage = heritage_north_germanic
language = language_english
martial_custom = martial_custom_equal
head_determination = head_determination_domain
traditions = {
tradition_things
tradition_fishermen
tradition_wetlanders
tradition_fp1_coastal_warriors
tradition_runestones
}
name_list = name_list_english
name_list = name_list_danish
coa_gfx = { danish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { northern_unit_gfx }
ethnicities = {
25 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
10 = caucasian_northern_dark_hair
20 = caucasian_brown_hair
10 = caucasian_blond
10 = caucasian_ginger
}
}
icelander = {
color = { 0.15 0.4 0.55 }
created = 1200.1.1
parents = { norse }
ethos = ethos_stoic
heritage = heritage_north_germanic
language = language_norse
martial_custom = martial_custom_equal
head_determination = head_determination_domain
traditions = {
tradition_things
tradition_republican_legacy
tradition_seafaring
tradition_fishermen
}
# FP1 Traditions
name_list = name_list_norwegian
coa_gfx = { norwegian_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
unit_gfx = { northern_unit_gfx }
ethnicities = {
40 = caucasian_northern_blond
15 = caucasian_northern_ginger
10 = caucasian_northern_brown_hair
5 = caucasian_northern_dark_hair
10 = caucasian_ginger
20 = caucasian_brown_hair
}
}

View file

@ -1,178 +0,0 @@
pelonais = {
color = { 90 56 246 }
ethos = ethos_courtly
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_chivalry
tradition_brewery
}
name_list = name_list_french
coa_gfx = { french_coa_gfx frankish_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { french_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = caucasian_blond
3 = caucasian_ginger
31 = caucasian_brown_hair
36 = caucasian_dark_hair
1 = slavic_dark_hair
11 = arab
7 = mediterranean
1 = asian
1 = south_indian
}
}
swiss = {
color = { 229 91 114 }
ethos = ethos_stoic
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_castle_keepers
tradition_mountain_homes
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
aleman = {
color = { 160 70 215 }
ethos = ethos_stoic
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_castle_keepers
tradition_mountain_homes
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
sassun = {
color = { 160 70 215 }
ethos = ethos_stoic
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_castle_keepers
tradition_mountain_homes
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
ladin = {
color = { 160 90 215 }
ethos = ethos_stoic
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_castle_keepers
tradition_mountain_homes
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}
romansch = {
color = { 140 90 215 }
ethos = ethos_stoic
heritage = heritage_rhaeto_helvetic
language = language_rhaeto_helvetic
martial_custom = martial_custom_equal
traditions = {
tradition_parochialism
tradition_hard_working
tradition_castle_keepers
tradition_mountain_homes
}
name_list = name_list_swabian
coa_gfx = { german_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
25 = caucasian_blond
15 = caucasian_ginger
35 = caucasian_brown_hair
25 = caucasian_dark_hair
}
}

View file

@ -1,32 +0,0 @@
sardinian = {
color = sardinian
parents = { roman }
created = 100.1.1
ethos = ethos_communal
heritage = heritage_sardic
language = language_sardinian
martial_custom = martial_custom_male_only
traditions = {
tradition_stalwart_defenders
tradition_isolationist
tradition_seafaring
tradition_practiced_pirates
}
name_list = name_list_sardic
coa_gfx = { latin_group_coa_gfx western_coa_gfx }
building_gfx = { mediterranean_building_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
ethnicities = {
10 = mediterranean
}
}

View file

@ -1,59 +0,0 @@
sorbian = {
color = { 0.35 0.7 0.8 }
ethos = ethos_bureaucratic
heritage = heritage_west_slavic
language = language_czech_slovak
martial_custom = martial_custom_male_only
head_determination = head_determination_domain
traditions = {
tradition_mountaineer_ruralism
tradition_hard_working
tradition_castle_keepers
tradition_life_is_just_a_joke
}
name_list = name_list_czech
coa_gfx = { west_slavic_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { west_slavic_clothing_gfx western_clothing_gfx }
unit_gfx = { eastern_unit_gfx }
ethnicities = {
45 = slavic_blond
5 = slavic_ginger
35 = slavic_brown_hair
15 = slavic_dark_hair
}
}
moravian = {
color = { 0.35 0.8 0.8 }
ethos = ethos_bureaucratic
heritage = heritage_west_slavic
language = language_czech_slovak
martial_custom = martial_custom_male_only
head_determination = head_determination_domain
traditions = {
tradition_mountaineer_ruralism
tradition_hard_working
tradition_castle_keepers
tradition_life_is_just_a_joke
}
name_list = name_list_czech
coa_gfx = { west_slavic_group_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { west_slavic_clothing_gfx western_clothing_gfx }
unit_gfx = { eastern_unit_gfx }
ethnicities = {
45 = slavic_blond
5 = slavic_ginger
35 = slavic_brown_hair
15 = slavic_dark_hair
}
}

View file

@ -1,213 +0,0 @@

culture_era_tribal = {
year = 0
}
culture_era_early_medieval = {
year = 2300
invalid_for_government = tribal_government
culture_modifier = {
culture_tradition_max_add = 1
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 6
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
pursuit = 6
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
pursuit = 6
}
}
culture_era_high_medieval = {
year = 2500
invalid_for_government = tribal_government
culture_modifier = {
culture_tradition_max_add = 1
}
character_modifier = {
mercenary_hire_cost_mult = 0.15
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 4
toughness = 4
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 4
toughness = 4
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
pursuit = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 4
toughness = 4
pursuit = 4
screen = 4
}
}
culture_era_late_medieval = {
year = 2750
invalid_for_government = tribal_government
culture_modifier = {
culture_tradition_max_add = 1
}
character_modifier = {
mercenary_hire_cost_mult = 0.15
}
custom = more_expensive_court_positions
custom = increased_activity_cost
##################################################
# MAA Upgrades
# Cultural
## Longbowmen
maa_upgrade = {
men_at_arms = longbowmen
damage = 10
toughness = 2
}
# Accolade
## Accolade Archers
maa_upgrade = {
men_at_arms = accolade_maa_archers
damage = 10
toughness = 10
}
## Accolade Skirmishers
maa_upgrade = {
men_at_arms = accolade_maa_skirmishers
damage = 6
toughness = 6
pursuit = 4
screen = 4
}
## Accolade Pikes
maa_upgrade = {
men_at_arms = accolade_maa_pikes
damage = 10
toughness = 6
}
## Accolade Outriders
maa_upgrade = {
men_at_arms = accolade_maa_outriders
damage = 16
toughness = 16
pursuit = 20
screen = 6
}
## Accolade Vanguards
maa_upgrade = {
men_at_arms = accolade_maa_vanguards
damage = 10
toughness = 10
}
## Accolade Lancers
maa_upgrade = {
men_at_arms = accolade_maa_lancers
screen = 20
}
## Accolade Crossbowers
maa_upgrade = {
men_at_arms = accolade_maa_crossbowers
damage = 10
toughness = 10
}
## Accolade Cameliers
maa_upgrade = {
men_at_arms = accolade_maa_cameliers
damage = 16
toughness = 6
pursuit = 20
screen = 6
}
}

View file

@ -1,25 +0,0 @@
innovation_british_armories = {
group = culture_group_regional
culture_era = culture_era_tribal
icon = @weapons_and_armor_02
potential = {
OR = {
has_cultural_pillar = heritage_anglo_frisian
has_cultural_pillar = heritage_scottish
this = culture:maritimer
any_parent_culture_or_above = {
OR = {
this = culture:maritimer
}
}
}
}
unlock_maa = handgonners
character_modifier = {
archers_max_size_add = 2
}
flag = global_maa
}

View file

@ -1,567 +0,0 @@
name_list_english = {
cadet_dynasty_names = {
{ "dynnp_de" "dynn_Bohun" }
{ "dynnp_de" "dynn_Vere" }
{ "dynnp_de" "dynn_Gand" }
"dynn_Myall"
{ "dynnp_de" "dynn_Turberville" }
{ "dynnp_de" "dynn_Holland" }
"dynn_Butler"
{ "dynnp_of" "dynn_Thornham" }
{ "dynnp_de" "dynn_Camville" }
"dynn_Breakspear"
{ "dynnp_of" "dynn_Itchington" }
{ "dynnp_of" "dynn_Northall" }
{ "dynnp_de" "dynn_Montagu" }
{ "dynnp_de" "dynn_Umfraville" }
"dynn_FitzPeter"
"dynn_Belles-mains"
{ "dynnp_of" "dynn_Warwick" }
"dynn_FitzAlan"
{ "dynnp_de" "dynn_Beauchamp" }
{ "dynnp_of" "dynn_Ilchester" }
{ "dynnp_de" "dynn_Raleigh" }
{ "dynnp_de" "dynn_Stratford" }
"dynn_Becket"
{ "dynnp_de" "dynn_la_Pole" }
}
dynasty_names = {
{ "dynnp_de" "dynn_Bohun" }
{ "dynnp_de" "dynn_Vere" }
{ "dynnp_de" "dynn_Gand" }
"dynn_Myall"
{ "dynnp_de" "dynn_Turberville" }
{ "dynnp_de" "dynn_Holland" }
"dynn_Butler"
{ "dynnp_of" "dynn_Thornham" }
{ "dynnp_de" "dynn_Camville" }
"dynn_Breakspear"
{ "dynnp_of" "dynn_Itchington" }
{ "dynnp_of" "dynn_Northall" }
{ "dynnp_de" "dynn_Montagu" }
{ "dynnp_de" "dynn_Umfraville" }
"dynn_FitzPeter"
"dynn_Belles-mains"
{ "dynnp_of" "dynn_Warwick" }
"dynn_FitzAlan"
{ "dynnp_de" "dynn_Beauchamp" }
{ "dynnp_of" "dynn_Ilchester" }
{ "dynnp_de" "dynn_Raleigh" }
{ "dynnp_de" "dynn_Stratford" }
"dynn_Becket"
{ "dynnp_de" "dynn_la_Pole" }
}
# Does not exist in 1066 - is the result of cultural amalgamation between Saxon and Norman through events
male_names = {
Aaron Adam Alan Albert Alexander Alfred Algernon Ambrose Andrew Anthony Arnold Arthur Arundell Augustus
Baldwin Barrington Basil Bedivere Benjamin Bentley Boscawen Brandon Brian Brutus_Brutus
Caleb Calvin Cedric Charles Christopher Claudius Clement Constantine Corey
Daniel Darius David Donald Drake
Edgar Edmund Edward Elijah Erik Ethan
Finnlay Flambard Fletcher Francis Frederick
Gareth Galahad Geoffrey George Gerald Gerren Gilbert Gildas Goldsworthy Gordon Gregory Grenville
Harold Hayden Hector_Hector Henry_Henry Herbert Hugh Humphrey
John Isaac
James Jacob John Jonathan Jordan Joshua Joseph Julian Justin
Gaius Kenneth Kevin
Lancelot Lawrence William Lloyd Louis Lot Lucian Luke
Mark Martin Matthew Maurice Merlin Michael Mordred
Nathan Nathan Nennius Neville Nicholas Nigel Norman
Octavius Oliver Roland Eugene
Patrick Paul Percival Peter Phillip Peter
Reynold Richard Riothamus Roland Robert Roger Ryan
Samuel Scott Silvanus Simon Spencer Stanley Stephen Stuart
Taliesin Thaddeus Thomas Timothy Tyler Tristan
Urbgenius Uther
Walter William Winston
Zachary
}
female_names = {
Abigail Abigayle Adela Adelaide Alexandra Alice Amber Amy Anastasia Anne Ashley Aveline
Beatrice Bethany Bianca Blakely Bridget
Caitlin Catherine Cecilia Charlotte Chelsea Cheryl Chloe Cleopatra Constance Crystal
Danielle Dorothy
Edith Elaine Eleanor Elizabeth Enid Emily Emma Esther
Gabriela Gemma Gloria Guinevere
Hannah Hawise Haley Heather Holly
Igraine Irene Elizabeth Isabella Isabelle Isolde
Jade Jane Jasmin Jasmine Jessica Jessie Joan Joanna Judy Juliana Juliet
Katherine Kathryn Keanna Kelly Kelsey Kimberly
Laura Lauren Lizzie Louise Lucie Lucy Lunete Lydia
Madeline Margaret Mary Matilda Megan Melissa Millie Molly Monica Morgana
Naomi Natalie Nimue Eleanor
Paula Petra Philippa
Rachel Rebecca Rose
Samantha Sara Sarah Serena Sophie Stephanie Summer Sybilla Susanna
Tamara Theresa Tilly
Veronica Victoria
Yasmin Yvonne
}
dynasty_of_location_prefix = "dynnp_of"
bastard_dynasty_prefix = "dynnp_fitz"
patronym_suffix_male = "dynnpat_suf_s"
patronym_suffix_female = "dynnpat_suf_s"
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 30
mat_grf_name_chance = 10
father_name_chance = 25
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 20
mat_grm_name_chance = 40
mother_name_chance = 5
mercenary_names = {
{ name = "mercenary_company_white_company" coat_of_arms = "mc_white_company" }
{ name = "mercenary_company_hawkwoods_band" }
}
}
name_list_anglo_saxon = {
cadet_dynasty_names = {
"dynn_Hayles"
{ "dynnp_of" "dynn_Norfolk" }
"dynn_Rose"
"dynn_Dodington"
"dynn_Stawell"
"dynn_Huntingdon"
"dynn_Lockhart"
"dynn_Wuffing"
"dynn_Henry"
"dynn_Hastings"
"dynn_Puttoc"
{ "dynnp_of" "dynn_Anglo-Saxony" }
{ "dynnp_of" "dynn_Northampton" }
"dynn_A_theling"
"dynn_Moore"
"dynn_Fysche"
"dynn_Dall"
"dynn_Slee"
"dynn_Kiil"
"dynn_Mel"
"dynn_Holter"
"dynn_Randolph"
"dynn_Percy"
"dynn_Despencer"
"dynn_Bacon"
"dynn_Reresby"
"dynn_Cornwallis"
"dynn_Clifford"
"dynn_Carew"
"dynn_Maddock"
"dynn_Fortescue"
{ "dynnp_de" "dynn_Ros" }
"dynn_Howard"
"dynn_Maudit"
"dynn_Berkeley"
"dynn_Barton"
"dynn_Colvile"
"dynn_Grey"
"dynn_Darcy"
{ "dynnp_de" "dynn_Garlande" }
"dynn_Perry"
"dynn_Bethell"
"dynn_Perry"
"dynn_Borthwick"
{ "dynnp_de" "dynn_London" }
{ "dynnp_of" "dynn_Hereford" }
{ "dynnp_of" "dynn_Gloucester" }
{ "dynnp_of" "dynn_Oxford" }
{ "dynnp_of" "dynn_Salisbury" }
{ "dynnp_of" "dynn_Surrey" }
{ "dynnp_of" "dynn_Sussex" }
{ "dynnp_of" "dynn_Hampshire" }
{ "dynnp_of" "dynn_Dorset" }
{ "dynnp_of" "dynn_Somerset" }
{ "dynnp_of" "dynn_Devon" }
{ "dynnp_of" "dynn_Exeter" }
{ "dynnp_of" "dynn_Cumberland" }
{ "dynnp_of" "dynn_York" }
{ "dynnp_of" "dynn_Lancaster" }
{ "dynnp_of" "dynn_Chester" }
{ "dynnp_of" "dynn_Lincoln" }
{ "dynnp_of" "dynn_Leicester" }
{ "dynnp_of" "dynn_Derby" }
{ "dynnp_of" "dynn_Shrewsbury" }
{ "dynnp_of" "dynn_Northampton" }
{ "dynnp_of" "dynn_Bedford" }
{ "dynnp_of" "dynn_Norfolk" }
{ "dynnp_of" "dynn_Suffolk" }
"dynn_Crawford"
"dynn_Tynedale"
"dynn_Pudsey"
"dynn_Marshal"
"dynn_Rowe"
{ "dynnp_de" "dynn_Criel" }
"dynn_Ciesla"
"dynn_Ross"
"dynn_Wuffing"
"dynn_Beorming"
"dynn_Eorling"
"dynn_A_bbing"
"dynn_A_lling"
"dynn_Wintaling"
}
dynasty_names = {
"dynn_Hayles"
{ "dynnp_of" "dynn_Norfolk" }
"dynn_Rose"
"dynn_Dodington"
"dynn_Stawell"
"dynn_Huntingdon"
"dynn_Lockhart"
"dynn_Wuffing"
"dynn_Henry"
"dynn_Hastings"
"dynn_Puttoc"
{ "dynnp_of" "dynn_Anglo-Saxony" }
{ "dynnp_of" "dynn_Northampton" }
"dynn_A_theling"
"dynn_Moore"
"dynn_Fysche"
"dynn_Dall"
"dynn_Slee"
"dynn_Kiil"
"dynn_Mel"
"dynn_Holter"
"dynn_Randolph"
"dynn_Percy"
"dynn_Despencer"
"dynn_Bacon"
"dynn_Reresby"
"dynn_Cornwallis"
"dynn_Clifford"
"dynn_Carew"
"dynn_Maddock"
"dynn_Fortescue"
{ "dynnp_de" "dynn_Ros" }
"dynn_Howard"
"dynn_Maudit"
"dynn_Berkeley"
"dynn_Barton"
"dynn_Colvile"
"dynn_Grey"
"dynn_Darcy"
{ "dynnp_de" "dynn_Garlande" }
"dynn_Perry"
"dynn_Bethell"
"dynn_Perry"
"dynn_Borthwick"
{ "dynnp_de" "dynn_London" }
{ "dynnp_of" "dynn_Hereford" }
{ "dynnp_of" "dynn_Gloucester" }
{ "dynnp_of" "dynn_Oxford" }
{ "dynnp_of" "dynn_Salisbury" }
{ "dynnp_of" "dynn_Surrey" }
{ "dynnp_of" "dynn_Sussex" }
{ "dynnp_of" "dynn_Hampshire" }
{ "dynnp_of" "dynn_Dorset" }
{ "dynnp_of" "dynn_Somerset" }
{ "dynnp_of" "dynn_Devon" }
{ "dynnp_of" "dynn_Exeter" }
{ "dynnp_of" "dynn_Cumberland" }
{ "dynnp_of" "dynn_York" }
{ "dynnp_of" "dynn_Lancaster" }
{ "dynnp_of" "dynn_Chester" }
{ "dynnp_of" "dynn_Lincoln" }
{ "dynnp_of" "dynn_Leicester" }
{ "dynnp_of" "dynn_Derby" }
{ "dynnp_of" "dynn_Shrewsbury" }
{ "dynnp_of" "dynn_Northampton" }
{ "dynnp_of" "dynn_Bedford" }
{ "dynnp_of" "dynn_Norfolk" }
{ "dynnp_of" "dynn_Suffolk" }
"dynn_Crawford"
"dynn_Tynedale"
"dynn_Pudsey"
"dynn_Marshal"
"dynn_Rowe"
{ "dynnp_de" "dynn_Criel" }
"dynn_Ciesla"
"dynn_Ross"
"dynn_Wuffing"
"dynn_Beorming"
"dynn_Eorling"
"dynn_A_bbing"
"dynn_A_lling"
"dynn_Wintaling"
}
male_names = {
Arncytel Balthere Beorhtfrith Beorhthelm BeorhtmE_r Beorhtnoth Beorhtric Beorhtsige Beorhtwine Beorn BeornrE_d Beornwulf
Burgheard Byrhtnoth Cearl Cenfus CenrE_d Cenwulf Ceolwulf Cerdic Copsige
Cuthberht CuthrE_d Cynehelm Cynewulf Cytelbearn Eadberht Eadfrith Eadgar Eadmund EadmE_r Eadric
EadrE_d Eadsige Eadulf Eadweald Eadweard Eadwig Eadwine Eadwulf Ealdhun Ealdmund EaldrE_d Ealdwine
Ealdwulf Eanberht Eanfrith Eanhere Eardwulf Eastmund Ecgberht Ecgfrith Gamall Godwine Gospatric Guthfrith Guthmund
Gyrth Hacon Harold Heahberht Hereberht Hereweald Hereweard Hlothere Hrodberht InwE_r Leofheah Leofhelm
Leofric Leofweald Leofwine Maccus Morcar ME_rleswegn Offa Onlaf Ordgar
Oscytel Oshere Osmund Osric OsrE_d Osulf Osweald Oswine Oswulf Petre RE_dwulf RE_genweald Scule
Sigeberht Sigehelm Sigeric SigerE_d Sighere Siweard Stigand Swegn Swithelm SwithrE_d SwE_frE_d SE_bert SE_lrE_d SE_weald
SE_xbald SE_xrE_d ThorE_d Thurcytel Thurfrith Tostig UhtrE_d Ulf Ulfcytel Waltheof Werestan Wiglaf WihtrE_d
Wistan Wulf Wulfgar Wulfgeat Wulfhelm Wulfhere WulfmE_r Wulfnoth Wulfstan E_lfgar E_lfmE_r E_lfnoth E_lfric E_lfrE_d E_lfsige
E_lfstan E_lfwald E_lfweard E_lfwig E_lfwine E_lle E_thelbald E_thelberht E_thelfrith E_thelhere E_thelmE_r
E_thelric E_thelrE_d E_thelsige E_thelstan E_thelweald E_thelweard E_thelwine E_thelwold E_thelwulf
Eormenred Eorcenberht Eormenric Eadbald RE_dwald
}
female_names = {
Agatha Balthild BeorhtflE_d Beorhtgifu Beorhtgyth Beorhtwaru Beorhtwynn BeornflE_d Beorngyth BlE_ja BurgflE_d CeolflE_d Cristina
Cuthburg Cwenburg Cyneburg Cynegyth Cynehild Cyneswith Cynethryth Eadburg EadflE_d Eadgifu Eadgyth Eadhburh Eadhild Ealdgyth
EalhflE_d Ealhswith Eanswith Ecgfrida Ecgwyn Godgifu Gunhilda Gytha Helga Heregyth Hereswith Hextilda Hungifu Judith
LeofflE_d Leofgifu Leofrun Leofwaru Leofwynn Margaret Maud Mildrith Octreda SifflE_d Sigrid SE_thryth WulfflE_d Wulfgifu
Wulfgyth Wulfhild Wulfrun Wulfthryth Wulfwaru Wulfwynn WynnflE_d WE_rburg E_bba E_lfflE_d E_lfgifu E_lfgyth E_lflE_da E_lfrida
E_lfswith E_lfthryth E_lfwynn E_thelburg E_thelflE_d E_thelgifu E_thelhild E_thelrE_da E_thelswith E_thelthryth
E_thelburh Seaxburh Wihtburh
}
dynasty_of_location_prefix = "dynnp_of"
patronym_suffix_male = "dynnpat_suf_son"
patronym_suffix_female = "dynnpat_suf_sdohtor"
always_use_patronym = yes
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 30
mat_grf_name_chance = 10
father_name_chance = 5
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 20
mat_grm_name_chance = 40
mother_name_chance = 5
mercenary_names = {
{ name = "mercenary_company_hengist_retinue" coat_of_arms = "mc_hengist_retinue" }
{ name = "mercenary_company_wakes_guard" coat_of_arms = "mc_wakes_guard" }
{ name = "mercenary_company_horsas_band" coat_of_arms = "mc_horsas_band" }
}
}
name_list_old_saxon = {
dynasty_names = {
dynn_Pattensen
dynn_Schneider
dynn_Theodericing
dynn_Richfriding
dynn_Abonid
dynn_Smeldiging
dynn_Unwanid
dynn_Hessing
}
male_names = {
Abo Adalbero Adalbert Adalbrand Adaldag Adalgar Adalgod Adolf Aelle Albrecht Alebrand
Altfrid Ansgar Arnd Arnold Asig Balduin Balthasar Banzleib Beneke Benno Bernd
Bernhard Bertold Bertram Boddic Brun Bruno Burchard Cissa Claus Cobbo Cord
Cyprian Dago Dedo Dethard Detleff Detmar Diederik Donar Eggerd Egilmar Ekbert Engelbert
Engelhard Erik Erp Esiko Everd Ewald Floribert Freawine Frederik Gehrke Gelder Gero Gerold Gevert
Ghert Giselher Giselmar Gosschalk Goswin Gunzelin GO_dke GU_nther Hans Harthgate Hartwig Heideke
Hengest Henneke Herberd Hermann Hinrik Hoger Hulderic Humfried Immed Isidor Jacob Jaspar Jochim
Johann Juries Kersten KO_pke Laurentz Lembert Leuderic Liawizo Liemar Liudger Luder-Udo
Luder Ludolf Ludwig Magnus Marbold Marquard Mathias Meinwerk Merten Michael
Norbert Odo Ordulf Peter Philipp Radke Reginbern Reinbern Reineke Reinmar Rudigar
Rudolf Sigbert Sigfrid Sigward Simon Steffen Thankmar Theoderic Theodoric
Theodwin Thimo Thomas Tobe Tymmeke Udo Unwan Viric Volkwin Volrad Walbert Waldemar Waldered Waltard
Warin Warinechin Wecta Wenzel Werneke Weybrecht Wichbert Wichmann Wicho Widukind Wigebert Wilbrand
Willichin Withgils Witikind Witta Wlencing Wolter Wulff
}
female_names = {
Addila Adelheid Alof Agnes Anna Athela Beatrix Bertha Bertrada Bia Bisina Bithild
Brigida Christina Diedke Eilika Elisabeth Enda Frederuna Geilana Gerberga Gertrud Gisela
Glismod Hadwig Hasala Heilwig Helene Hildegard Hrothwina Ida Imma Irmgard Irminburg
Jutta Katharina Kunigunde Luitgard Margarete Mathilde Mechthild Oda
Othelindis Radegund Reginlint Richardis Rodelinda Sophia Suanhilde Theodrada Thiedburga Wienke Wiltrud Wulfhild
}
dynasty_of_location_prefix = "dynnp_of"
patronym_suffix_male = "dynnpat_suf_sunu"
patronym_suffix_female = "dynnpat_suf_sdohtar"
always_use_patronym = yes
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 30
mat_grf_name_chance = 10
father_name_chance = 5
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 20
mat_grm_name_chance = 40
mother_name_chance = 5
}
name_list_scottish = {
cadet_dynasty_names = {
{ "dynnp_de" "dynn_Kald" }
{ "dynnp_de" "dynn_la_Haya" }
{ "dynnp_de" "dynn_Lindsay" }
{ "dynnp_de" "dynn_Loudoun" }
{ "dynnp_de" "dynn_Ramsay" }
{ "dynnp_of" "dynn_Angus" }
{ "dynnp_of" "dynn_Carrick" }
{ "dynnp_of" "dynn_Galloway" }
{ "dynnp_of" "dynn_Galloway" }
{ "dynnp_of" "dynn_Scotland" }
{ "dynnp_of" "dynn_Strathearn" }
{ "dynnp_of" "dynn_Tullibardine" }
dynn_Abernethy
dynn_Arbuthnot
dynn_Archil
dynn_Armstrong
dynn_Ballantyne
dynn_Bannock
dynn_Barclay
dynn_Blackadder
dynn_Borthwick
dynn_Bradnigh
dynn_Branain
dynn_Bruce
dynn_Buchan
dynn_Cameron
dynn_Campbell
dynn_Camshron
dynn_Carrun
dynn_Cockburn
dynn_Cosmungho
dynn_Craigies
dynn_Dean
dynn_Douglas
dynn_Errol
dynn_Forbes
dynn_Fothriff
dynn_Fraser
dynn_Friseal
dynn_Gillespie
dynn_Glenklochar
dynn_Gordon
dynn_Graham
dynn_Grant
dynn_Johnston
dynn_Kennoway
dynn_Kyle
dynn_Lochore
dynn_Lowden
dynn_Menteith
dynn_Murray
dynn_Olifard
dynn_Rannaire
dynn_Saint-Clair
dynn_Scoine
dynn_Strathearn
dynn_Turnbull
dynn_Wallace
}
dynasty_names = {
{ "dynnp_de" "dynn_Kald" }
{ "dynnp_de" "dynn_la_Haya" }
{ "dynnp_de" "dynn_Lindsay" }
{ "dynnp_de" "dynn_Loudoun" }
{ "dynnp_de" "dynn_Ramsay" }
{ "dynnp_of" "dynn_Angus" }
{ "dynnp_of" "dynn_Carrick" }
{ "dynnp_of" "dynn_Galloway" }
{ "dynnp_of" "dynn_Galloway" }
{ "dynnp_of" "dynn_Scotland" }
{ "dynnp_of" "dynn_Strathearn" }
{ "dynnp_of" "dynn_Tullibardine" }
dynn_Abernethy
dynn_Arbuthnot
dynn_Archil
dynn_Armstrong
dynn_Ballantyne
dynn_Bannock
dynn_Barclay
dynn_Blackadder
dynn_Borthwick
dynn_Bradnigh
dynn_Branain
dynn_Bruce
dynn_Buchan
dynn_Cameron
dynn_Campbell
dynn_Camshron
dynn_Carrun
dynn_Cockburn
dynn_Cosmungho
dynn_Craigies
dynn_Dean
dynn_Douglas
dynn_Errol
dynn_Forbes
dynn_Fothriff
dynn_Fraser
dynn_Friseal
dynn_Gillespie
dynn_Glenklochar
dynn_Gordon
dynn_Graham
dynn_Grant
dynn_Johnston
dynn_Kennoway
dynn_Kyle
dynn_Lochore
dynn_Lowden
dynn_Menteith
dynn_Murray
dynn_Olifard
dynn_Rannaire
dynn_Saint-Clair
dynn_Scoine
dynn_Strathearn
dynn_Turnbull
dynn_Wallace
}
male_names = {
Adam Alpin Alan Alastair Alexander Andrew
Angus Archibald Arthur Arran Aulay Beathan Brian Brice Cailean Calum Carbrey Colban
Colin Conall Conan Constantine David Dermid Donald Douglas Duff Dugald
Duncan Edgar Edward Edwin Eric Evander Ewan Farquhar Fergus Fingal Findlay Frang
Gavin Gilbert Gilbride Gilchrist Gillespie Gilpatrick Gilroy Giric Glenn Godfrey Gregor
Hamish Hector Henry Hugh Iain Indulf James John Kenneth Kentigern Lachlan Laurence Lennon
Lulach Macbeth Magnus Malcolm Maldoven Maldred Malise Malmure Maoilios Marcas Malsnectan
Matad Matthew Michael Morgan Muir Mungo Murdoch Murray Neil Ninian Oscar
Patrick Paul Peter Philip Radulf Ranald Richard Robert Roderick Ronald Rory Ross Roy
Shaw Sholto Simon Somerled Stephan Sweeny Taig Talore Thomas Torquil Uhtred Uisdean Walan
Waldeve Walter William
}
female_names = {
Ada Affraic Agnes Aileen Alice Anna Annabella Aufrica Barabal Beileag Beitris Beathoc Bride
Catriona Cecilia Christina Deirdre Derilla Dervorgilla Donada Donella
Edith Edna Effie Eilionoir Eimhir Eithne Ela Eleanor Elspeth Euna Eva Fenella Fingola Flora
Forflissa Galiena Glenna Gormelia Gruoch Helen Innes Iona Isabel Isla Isobel Jean Julia
Kenna Kentigerna Kirstin Lillias Lorna Malmure Maisie Malina Margaret Mariota Marjory Mary
Martha Marthoc Maud Maura Mirren Mor Morag Morna Moyna Muriel
Murron Nuala Orabilia Peigi Rhonda Rodina Ronalda Ros Saundra Sheena Shona Slaine Sorcha Steacy Una
}
dynasty_of_location_prefix = "dynnp_de"
patronym_prefix_male = "dynnpat_pre_Mc"
patronym_prefix_female = "dynnpat_pre_Mc"
pat_grf_name_chance = 30
mat_grf_name_chance = 15
father_name_chance = 5
pat_grm_name_chance = 30
mat_grm_name_chance = 15
mother_name_chance = 10
mercenary_names = {
{ name = mercenary_company_border_reivers }
{ name = mercenary_company_warband_of_the_great_hall }
{ name = mercenary_company_company_of_the_kings_son }
}
}

View file

@ -1,134 +0,0 @@
name_list_brittannic = {
cadet_dynasty_names = {
{ "dynn_Grhysllyy" "dynnpat_suf_swn" }
{ "dynn_Kharhdd" "dynnpat_suf_swn" }
{ "dynn_Ddurhnforhdd" "dynnpat_suf_swn" }
{ "dynn_Shypston" "dynnpat_suf_swn" }
{ "dynn_Byrhgamot" "dynnpat_suf_swn" }
{ "dynn_Toynyng" "dynnpat_suf_swn" }
{ "dynn_Iddlly" "dynnpat_suf_swn" }
{ "dynn_Pallyn" "dynnpat_suf_swn" }
{ "dynn_Jonsyrhrhy" "dynnpat_suf_swn" }
{ "dynn_Watyrhhousy" "dynnpat_suf_swn" }
{ "dynn_Shaftoy" "dynnpat_suf_swn" }
{ "dynn_Hakysoyll" "dynnpat_suf_swn" }
{ "dynn_Bollstrhoodd" "dynnpat_suf_swn" }
{ "dynn_Hokkston" "dynnpat_suf_swn" }
{ "dynn_Angllysyy" "dynnpat_suf_swn" }
{ "dynn_Tyakh" "dynnpat_suf_swn" }
{ "dynn_Fllamstyydd" "dynnpat_suf_swn" }
{ "dynn_Frhokkd" "dynnpat_suf_swn" }
{ "dynn_Frhokkd" "dynnpat_suf_swn" }
{ "dynn_Skuynllakk" "dynnpat_suf_swn" }
{ "dynn_Kingsmorhe" "dynnpat_suf_swn" }
{ "dynn_Kllarhkson" "dynnpat_suf_swn" }
{ "dynn_May" "dynnpat_suf_swn" }
{ "dynn_May" "dynnpat_suf_swn" }
{ "dynn_Ebynyzyng" "dynnpat_suf_swn" }
{ "dynn_Eastoyndd" "dynnpat_suf_swn" }
{ "dynn_Eastynddyng" "dynnpat_suf_swn" }
{ "dynn_Kllokkston" "dynnpat_suf_swn" }
{ "dynn_Kllyrhkenoyllyngton" "dynnpat_suf_swn" }
{ "dynn_Lymyllyygh" "dynnpat_suf_swn" }
{ "dynn_Korhnoallyngton" "dynnpat_suf_swn" }
{ "dynn_Pythgomyrhy" "dynnpat_suf_swn" }
}
dynasty_names = {
{ "dynn_Grhysllyy" }
{ "dynn_Kharhdd" }
{ "dynn_Ddurhnforhdd" }
{ "dynn_Shypston" }
{ "dynn_Byrhgamot" }
{ "dynn_Toynyng" }
{ "dynn_Iddlly" }
{ "dynn_Pallyn" }
{ "dynn_Jonsyrhrhy" }
{ "dynn_Watyrhhousy" }
{ "dynn_Shaftoy" }
{ "dynn_Hakysoyll" }
{ "dynn_Bollstrhoodd" }
{ "dynn_Hokkston" }
{ "dynn_Angllysyy" }
{ "dynn_Tyakh" }
{ "dynn_Fllamstyydd" }
{ "dynn_Frhokkd" }
{ "dynn_Frhokkd" }
{ "dynn_Skuynllakk" }
{ "dynn_Kingsmorhe" }
{ "dynn_Kllarhkson" }
{ "dynn_May" }
{ "dynn_May" }
{ "dynn_Ebynyzyng" }
{ "dynn_Eastoyndd" }
{ "dynn_Eastynddyng" }
{ "dynn_Kllokkston" }
{ "dynn_Kllyrhkenoyllyngton" }
{ "dynn_Lymyllyygh" }
{ "dynn_Korhnoallyngton" }
{ "dynn_Pythgomyrhy" }
}
male_names = { #add name equivalencies to this later | also need to add some british asian names later
Aarywn Alystyr Adam Addryan Allan Allbyrt Allycksandyr Allfryd Anddryw Anfwny Archyr Archyballdd Arnwlldd Arfur
Balldduyn Byddyvyry Bynjamyn Branddwn Bryan Bylal Bwrys
Callum Calwyyn Camyrwn Charlys Chrystwphyr Cllymynt Cllywyy Cwlyn Cwrnylyus Crayg Cyryll
Ddanyyll Ddavydd Ddyan Ddynnys Ddyryk Ddwmynyc Ddwryan Ddwugllas
Eddgar Eddmundd Eddwardd Ellyngtwn Ellywt Elltwn Eryc Ernyst Erskyne Eugyny
Fabyan Flytchyr Fwrdd Francys Frydyryck
Gabryyl Garyf Gawyyn Gryfyf Gywfry Gywrgy Gyraynt Gyralldd Gylbyrt Gwrdwn Grygwry
Harwlldd Hyctwr Hynry Hyrbyrt Hwllddyn Holden Humfry
Ian Idwal Isaac
Jack Jykyll Jamys Jacwb Jarydd Jaswn Jyrymyah Jwhn Jwnafan Jwrdan Jwshua Jwsyff Julys Justyn
Kyyf Kynnyf Kyvyn Kyngslly
Llauryncy Lly Llyllwuch Llyghtwn Llywn Llywnyl Llyam Llwyd Llywys Llucyus Lluky
Marc Marcus Martyn Matfyu Maurycy Mackswyll Mychayll Mytchyll Muradd
Nafan Nyddardd Nafanayll Nyll Nyckwllas Nygyll Nwrman
Patryck Paull Pyrcywyall Pytyr Pyt Fylyp
Rallff Ryngw Ringo Randdwllff Raymund Rygynalldd Rycks Rychardd Rwbyrt Rwgyr Rwy Russyll Ryan
Sachary Symwn Spyncyr Stanllyy Styphyn Stywyyn Stuart Samuyll Shyrlwck
Tallwry Tyrry Twmas Tymwfy Trynt Tylyr Tyryk
Umyr Uryn Ufyr
Waltyr Wayn Wctawyyus Wllywyyr Wyllyam Wynstwn Wyyncynt
}
female_names = { #add name equivalencies to this later | also need to add some british asian names later
Abby Abygayll Abygaylly Adylla Adyllaydy Agnys Allycksandra Allycy Ambyr Anny Ashly Avyllyny Avelina
Byatrycy Byafany Bllayr Brydgyt
Caytllyn Cafyryny Cycyllya Cyjay Charlwtty Chyllsea Chyryssy Chyryll Chllwy Cwnstancy Crystall
Ddanylly Ddanny
Eddyf Ela Ellayny Ellyanwr Ellyzabyf Enydd Emylly Emma Ewya
Fayf Fyllypa
Gymma Grace Guynyvyry
Hannah Haylly Hyafyr Hwlly
Ioasmyn Ioryny Iosabyll Iosabylla Iosabylly Ioswlldy
Jady Jany Jasmyn Jasmyny Jyan Jyssyca Jyssyy Jwan Jwanna Jwdy Jullyt Jullyana
Karyn Kasy Kafyryny Kafryn Kyanna Kylly Kyllsy Kyrys Kymbyrlly Krystyllygh
Llaura Llauryn Llyzzyy Lwuysy Llucy Llunyty Llyddya
Maddy Maddyllyny Mahaut Margaryt Mary Matyllda Mygan Myllyssa Myllyy Mwlly
Nawmy Nymuy
Rachyll Rybycca
Samanfa Sara Sarah Syryna Swphy Styphany Summyr Sybylla Sibyl
Tamara Tylly
Wllywyya Wynnyfred Wyyctwrya
}
dynasty_of_location_prefix = "dynnp_wff"
patronym_suffix_male = "dynnpat_suf_swn"
patronym_suffix_female = "dynnpat_suf_sddaughtyr"
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 30
mat_grf_name_chance = 10
father_name_chance = 25
# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
pat_grm_name_chance = 20
mat_grm_name_chance = 40
mother_name_chance = 5
mercenary_names = {
#placeholder
}
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -1,539 +0,0 @@
name_list_neow_goidelic = {
cadet_dynasty_names = {
{ "dynnp_o" "dynn_Sullivan" }
{ "dynn_Murphy" }
{ "dynn_Kelly" }
{ "dynn_Walsh" }
{ "dynn_Smith" }
{ "dynnp_o" "dynn_Brien" }
{ "dynn_Byrne" }
{ "dynn_Ryan" }
{ "dynnp_o" "dynn_Connor" }
{ "dynnp_o" "dynn_Neill" }
{ "dynnp_o" "dynn_Reilly" }
{ "dynn_Doyle" }
{ "dynn_Gallagher" }
{ "dynnp_o" "dynn_Doherty" }
{ "dynn_Kennedy" }
{ "dynn_Lynch" }
{ "dynn_Murray" }
{ "dynn_Quinn" }
{ "dynnp_o" "dynn_Moore" }
{ "dynnp_mac" "dynn_Loughlin" }
{ "dynnp_o" "dynn_Carroll" }
{ "dynn_Connolly" }
{ "dynn_Daly" }
{ "dynnp_o" "dynn_Connell" }
{ "dynn_Dunne" }
{ "dynn_Brennan" }
{ "dynn_Collins" }
{ "dynnp_o" "dynn_Farrell" }
{ "dynnp_o" "dynn_Callaghan" }
{ "dynnp_o" "dynn_Donnell" }
{ "dynnp_o" "dynn_Shea" }
{ "dynn_Fitzgerald" }
{ "dynn_Fitzbutler" }
{ "dynn_Fitzgibbon" }
{ "dynn_Fitzgilbert" }
{ "dynn_Fitzharris" }
{ "dynn_Fitzpatrick" }
{ "dynn_Fitzwilliams" }
{ "dynnp_mac" "dynn_Carthy" }
{ "dynnp_mac" "dynn_William" }
{ "dynnp_mac" "dynn_Queen" }
{ "dynnp_mac" "dynn_Thaoig" }
{ "dynnp_mac" "dynn_Ruaraidh" }
{ "dynnp_mac" "dynn_Leod" }
{ "dynnp_mac" "dynn_Lean" }
{ "dynnp_mac" "dynn_Gillmore" }
{ "dynn_Sinclair" }
}
dynasty_names = {
{ "dynnp_o" "dynn_Sullivan" }
{ "dynn_Murphy" }
{ "dynn_Kelly" }
{ "dynn_Walsh" }
{ "dynn_Smith" }
{ "dynnp_o" "dynn_Brien" }
{ "dynn_Byrne" }
{ "dynn_Ryan" }
{ "dynnp_o" "dynn_Connor" }
{ "dynnp_o" "dynn_Neill" }
{ "dynnp_o" "dynn_Reilly" }
{ "dynn_Doyle" }
{ "dynn_Gallagher" }
{ "dynnp_o" "dynn_Doherty" }
{ "dynn_Kennedy" }
{ "dynn_Lynch" }
{ "dynn_Murray" }
{ "dynn_Quinn" }
{ "dynnp_o" "dynn_Moore" }
{ "dynnp_mac" "dynn_Loughlin" }
{ "dynnp_o" "dynn_Carroll" }
{ "dynn_Connolly" }
{ "dynn_Daly" }
{ "dynnp_o" "dynn_Connell" }
{ "dynn_Dunne" }
{ "dynn_Brennan" }
{ "dynn_Collins" }
{ "dynnp_o" "dynn_Farrell" }
{ "dynnp_o" "dynn_Callaghan" }
{ "dynnp_o" "dynn_Donnell" }
{ "dynnp_o" "dynn_Shea" }
{ "dynn_Fitzgerald" }
{ "dynn_Fitzbutler" }
{ "dynn_Fitzgibbon" }
{ "dynn_Fitzgilbert" }
{ "dynn_Fitzharris" }
{ "dynn_Fitzpatrick" }
{ "dynn_Fitzwilliams" }
{ "dynnp_mac" "dynn_Carthy" }
{ "dynnp_mac" "dynn_William" }
{ "dynnp_mac" "dynn_Queen" }
{ "dynnp_mac" "dynn_Thaoig" }
{ "dynnp_mac" "dynn_Ruaraidh" }
{ "dynnp_mac" "dynn_Leod" }
{ "dynnp_mac" "dynn_Lean" }
{ "dynnp_mac" "dynn_Gillmore" }
{ "dynn_Sinclair" }
}
male_names = { #add name equivalencies to this later | also need to add some british asian names later
Aaron Adam Albert Angus Arthur
Bannan Bran Braedy Bram Brendan Brian
Cathal Cormac Conor Cian Cillian Colm Conán Christopher Charles Conn Conchobar Clive
Damian Dermot David Dennis Declan Donald Douglas Desmond
Edan Edmund Edward Emmet Ernest Eugene
Fergus Fionn Faolan Fergal Finbar Francis Frederick
Gabriel Garret Geoffrey George Gerald Gerard Glendon
Harold Henry Hugh
Ian
Jack Jacob James Seán Jonathan Joseph Julian
Keegan Kevin Kean
Laurence Liam Lugh_Lugus Lochlan Lorchan Lucas
Magnus Malachi Maol Mark Murphy Martin Matthew Maurice Michael
Niall Nicolas Norman
Oliver Owen Oscar
Patrick Paul Peter Pearse
Quentin
Robert Ronan Ross_Ross Raymond Roderick Rory_Roderick
Samuel Sebastian_Sebastian Simon Stuart Stephen
Teague Tiarnan Thomas Turlough
Walter William
Zachary
}
female_names = {
Aoife Aideen Aibreann Aileen Aisling Angela Aoibheann Angela Alison Anne Antoinette
Bethany Briana Brigid Bronagh
Caitlin Caoimhe Cara Cathleen Catriona Ciara Clodagh Colleen
Deirdre Dana Daria Doreen
Eileen Eileen Eimear Elizabeth Eleanor
Fiona Fionnoula Flora
Gloria Grace Gráinne Granuaile
Jennifer Jessica Joanne Josephine
Katie
Lisa Laura_Laura
Macha Maebh Mary_Mary Margaret Maureen Monica
Niamh Nora
Olivia Oonagh Oona Orla
Rachel Rebecca Regina Rosa Rosaleen
Sadhbh Saoirse Sarah Shannon Sinead Siobhán Stephanie Susan_Susan
Una
Vera Veronica Victoria
Zoe
}
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"
always_use_patronym = yes
pat_grf_name_chance = 30
mat_grf_name_chance = 15
father_name_chance = 5
pat_grm_name_chance = 30
mat_grm_name_chance = 15
mother_name_chance = 10
mercenary_names = {
{ name = mercenary_company_band_of_kerns }
{ name = mercenary_company_madhmanns_company }
{ name = mercenary_company_company_of_shield_and_scian }
}
}
name_list_neow_scottish = {
cadet_dynasty_names = {
{ "dynn_Dunbar" }
{ "dynn_Soderland" }
{ "dynn_Ferguson" }
{ "dynn_Brodie" }
{ "dynn_Erskine" }
{ "dynn_Grant" }
{ "dynn_Gordon" }
{ "dynnp_mac" "dynn_Kintosh" }
{ "dynn_Fraser" }
{ "dynn_Neill" }
{ "dynn_Reilly" }
{ "dynn_Hay" }
{ "dynn_Keith" }
{ "dynn_Doherty" }
{ "dynn_Leslie" }
{ "dynn_Forbes" }
{ "dynn_Swinton" }
{ "dynn_Lindsay" }
{ "dynn_Moore" }
{ "dynn_Loughlin" }
{ "dynn_Carroll" }
{ "dynn_Carnegie" }
{ "dynnp_mac" "dynn_Thomas" }
{ "dynnp_mac" "dynn_Duff" }
{ "dynn_Campbell" }
{ "dynn_Ruthven" }
{ "dynn_Kennedy" }
{ "dynn_Murray" }
{ "dynn_Callaghan" }
{ "dynn_Donnell" }
{ "dynn_Shea" }
{ "dynn_Drummond" }
{ "dynnp_mac" "dynn_Laren" }
{ "dynn_Spalding" }
{ "dynn_Graham" }
{ "dynn_Bruce" }
{ "dynn_Cumming" }
{ "dynn_Baird" }
{ "dynn_Montgomery" }
{ "dynn_Cunningham" }
{ "dynn_Boyd" }
{ "dynn_Johnson" }
{ "dynn_Kerr" }
{ "dynnp_mac" "dynn_Leod" }
{ "dynnp_mac" "dynn_Lean" }
{ "dynnp_mac" "dynn_Gillmore" }
{ "dynn_Sinclair" }
}
dynasty_names = {
{ "dynn_Dunbar" }
{ "dynn_Soderland" }
{ "dynn_Ferguson" }
{ "dynn_Brodie" }
{ "dynn_Erskine" }
{ "dynn_Grant" }
{ "dynn_Gordon" }
{ "dynnp_mac" "dynn_Kintosh" }
{ "dynn_Fraser" }
{ "dynn_Neill" }
{ "dynn_Reilly" }
{ "dynn_Hay" }
{ "dynn_Keith" }
{ "dynn_Doherty" }
{ "dynn_Leslie" }
{ "dynn_Forbes" }
{ "dynn_Swinton" }
{ "dynn_Lindsay" }
{ "dynn_Moore" }
{ "dynn_Loughlin" }
{ "dynn_Carroll" }
{ "dynn_Carnegie" }
{ "dynnp_mac" "dynn_Thomas" }
{ "dynnp_mac" "dynn_Duff" }
{ "dynn_Campbell" }
{ "dynn_Ruthven" }
{ "dynn_Kennedy" }
{ "dynn_Murray" }
{ "dynn_Callaghan" }
{ "dynn_Donnell" }
{ "dynn_Shea" }
{ "dynn_Drummond" }
{ "dynnp_mac" "dynn_Laren" }
{ "dynn_Spalding" }
{ "dynn_Graham" }
{ "dynn_Bruce" }
{ "dynn_Cumming" }
{ "dynn_Baird" }
{ "dynn_Montgomery" }
{ "dynn_Cunningham" }
{ "dynn_Boyd" }
{ "dynn_Johnson" }
{ "dynn_Kerr" }
{ "dynnp_mac" "dynn_Leod" }
{ "dynnp_mac" "dynn_Lean" }
{ "dynnp_mac" "dynn_Gillmore" }
{ "dynn_Sinclair" }
}
male_names = { #add name equivalencies to this later | also need to add some british asian names later
Aaron
Abel
Abraham
Adam
Ainsley
Alan
Alastair
Albert
Alexander
Alfred
Andrew
Anthony
Archibald
Arnold
Arthur
Augustus
Benjamin
Boyd
Brandon
Brian
Bruce
Callum
Carrick
Charles
Christian
Christopher
Colin
Craig
Cyrus
Daniel
Darius
David
Dennis
Dominic
Donald
Douglas
Duncan
Edgar
Edmund
Edward
Elliot
Eric
Eugene
Felix
Fergus
Forbes
Francis
Fraser
Frederick
Gabriel
Gavin
Geoffrey
George
Gerald
Gilbert
Gordon
Gregory
Harold
Hendry
Herbert
Hugh
Humphrey
Ian
Irving
Isaac
Ishmael
Jacob
James
Jared
Jason
John
Jonathan
Jordan
Joshua
Joseph
Julian
Julius
Justin
Kaleb
Kameron
Keith
Kenneth
Kevin
Laurence
Lennox
Leonard
Louis
Luke
Malcolm
Mark
Martin
Matthew
Maurice
Michael
Monroe
Murdoch
Nathaniel
Neil
Nicholas
Noah
Oliver
Oscar
Owen
Paul
Patrick
Peter
Philip
Ralph
Ramsay
Reginald
Reid
Richard
Robert
Roderick
Roland
Ross
Roy
Samuel
Scott
Simon
Solomon
Stanley
Stephen
Stuart
Teague
Thaddeus
Thomas
Timothy
Tristan
Walter
William
Xavier
Zachary
}
female_names = {
Abigail
Adele
Adelaide
Alexandra
Alice
Amber
Anne
Antoinette
Ashley
Audrey
Beatrice
Bethany
Bianca
Bridget
Caitlin
Catherine
Cecilia
Charlotte
Chelsea
Cheryl
Chloe
Claire
Constance
Crystal
Danielle
Dominique
Edith
Eleanor
Elizabeth
Emily
Emma
Esther
Eva
Gemma
Gloria
Hannah
Hayley
Heather
Henriette
Holly
Isabel
Isabella
Isabelle
Isla
Jade
Jane
Jasmin
Jennifer
Jessica
Jessie
Joan
Joanna
Judy
Julia
Juliana
Kasey
Katherine
Kathryn
Kelly
Kelsey
Kimberly
Kristina
Laura
Lauren
Leah
Louise
Lucy
Lydia
Madeleine
Margaret
Mary
Matilda
Megan
Melissa
Molly
Monica
Naomi
Natalie
Paula
Petra
Philippa
Rachel
Rebecca
Regina
Samantha
Sarah
Serena
Sophia
Stephanie
Susanna
Sybilla
Tamara
Tatiana
Theresa
Vera
Veronica
Victoria
Zoe
}
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"
always_use_patronym = yes
pat_grf_name_chance = 30
mat_grf_name_chance = 15
father_name_chance = 5
pat_grm_name_chance = 30
mat_grm_name_chance = 15
mother_name_chance = 10
mercenary_names = {
{ name = mercenary_company_band_of_kerns }
{ name = mercenary_company_madhmanns_company }
{ name = mercenary_company_company_of_shield_and_scian }
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,286 +0,0 @@
name_list_mosellic = {
cadet_dynasty_names = {
{ "dynn_André" }
{ "dynn_Solvay" }
{ "dynn_Daens" }
{ "dynn_Goethals" }
{ "dynn_Deschamps" }
{ "dynn_Dupuis" }
{ "dynn_Ickx" }
{ "dynn_Verhulst" }
{ "dynn_Lefevere" }
{ "dynn_Maréchal" }
{ "dynn_Frimout" }
{ "dynn_Schommer" }
{ "dynn_Lemaître" }
{ "dynn_Mercator" }
{ "dynn_Guérisse" }
{ "dynn_Ortelius" }
{ "dynn_Verbiest" }
{ "dynn_Mercurian" }
{ "dynn_Bodson" }
{ "dynn_Juncker" }
{ "dynn_Santer" }
{ "dynn_Thorn" }
{ "dynn_Werner" }
{ "dynn_Krieps" }
{ "dynn_Lenners" }
{ "dynn_Mullenbach" }
{ "dynn_Ronvaux" }
{ "dynn_Albert" }
{ "dynn_Lasard" }
{ "dynn_Aron" }
{ "dynn_Mauss" }
{ "dynn_Bierry" }
}
dynasty_names = {
{ "dynn_André" }
{ "dynn_Solvay" }
{ "dynn_Daens" }
{ "dynn_Goethals" }
{ "dynn_Deschamps" }
{ "dynn_Dupuis" }
{ "dynn_Ickx" }
{ "dynn_Verhulst" }
{ "dynn_Lefevere" }
{ "dynn_Maréchal" }
{ "dynn_Frimout" }
{ "dynn_Schommer" }
{ "dynn_Lemaître" }
{ "dynn_Mercator" }
{ "dynn_Guérisse" }
{ "dynn_Ortelius" }
{ "dynn_Verbiest" }
{ "dynn_Mercurian" }
{ "dynn_Bodson" }
{ "dynn_Juncker" }
{ "dynn_Santer" }
{ "dynn_Thorn" }
{ "dynn_Werner" }
{ "dynn_Krieps" }
{ "dynn_Lenners" }
{ "dynn_Mullenbach" }
{ "dynn_Ronvaux" }
{ "dynn_Albert" }
{ "dynn_Lasard" }
{ "dynn_Aron" }
{ "dynn_Mauss" }
{ "dynn_Bierry" }
}
male_names = {
Aaron
Achilles
Allan
Albert
Alexandre
Alfons
Alfred
Amédéis
Ambroose
Anatolis
Andréis
Antoinis
Armandis
Arscnis
Aurclis
Barthélémis
Baudoujin
Benjamin
Bernard
Bruno
Caésar
Charels
Christophel
Christiaan
Christoffel
Clémens
Daniel
David
Dierrik
Dominik
Éduard
Edmond
Émiel
Emmanuel
Érik
Fabian
Félix
Ferdinand
Filippe
Frédérik
Gabriel
Gaston
Gaulter
Georis
Gérhard
Guido
Guillem
Gustaafe
Henrik
Hugo
Ignaace
Ives
Jakobis
Jeannes
Jeroem
Joachem
Jonathan
Jourdaen
Josefis
Julies
Kévin
Léon
Léonardis
Léopold
Laurenz
Ludovijk
Lukas
Marcel
Mark
Marinis
Martin
Matthias
Maurits
Maximis
Mohamedis
Nicolaas
Norbert
Olivier
Otto
Pascal
Patrik
Paul
Pier
Rafael
Reynbern
Raynier
Rogier
Romaein
Rodolf
Siemon
Stéfan
Silvanis
Théodoor
Thomas
Timo
Viktor
Xaver
Youri
}
female_names = {
Adrianna
Agatha
Agncs
Albertina
Alexandra
Albina
Anna
Antoinetta
Aurélia
Barbara
Berta
Béatrix
Bianka
Brigitta
Camilla
Carolien
Carmen
Catharine
Cécilia
Charlotte
Chloé
Christine
Constanze
Daniëlle
Dominika
Dorothea
Edwige
Élisabeth
Elke
Eléonora
Édith
Érika
Eugénia
Eva
Eufémia
Esther
Fiona
Fleura
Franciska
Frédérika
Gabriëlle
Georgina
Glorie
Hélcna
Henriëtte
Imma
Ingrid
Inka
Ircne
Isabella
Jakoba
Jasmijne
Jeanna
Jennifer
Joséfina
Julia
Justina
Klara
Léa
Louisa
Lys
Lucia
Maria
Mathilde
Marina
Monika
Ncske
Nikole
Paulina
Petra
Rachel
Regina
Rosa
Stéfana
Sofie
Suzanna
Tamara
Theresia
Valeria
Viktoria
Zoé
}
dynasty_of_location_prefix = "dynnp_de"
grammar_transform = french
#need to add patronyms later
# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
pat_grf_name_chance = 60
mat_grf_name_chance = 10
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 = 60
mother_name_chance = 10
mercenary_names = {
#make later
}
}

View file

@ -1,262 +0,0 @@
dummy_name_list = {
cadet_dynasty_names = {
{ "dynnp_of" "dynn_Viken" }
{ "dynnp_of" "dynn_Vestfold" }
{ "dynnp_of" "dynn_HardrA_de" }
{ "dynnp_of" "dynn_Gille" }
{ "dynnp_of" "dynn_Sverre" }
"dynn_Brusastad"
"dynn_Bolt"
"dynn_Giske"
"dynn_Raud"
"dynn_Gullbjelke"
"dynn_Hesby"
{ "dynnp_av" "dynn_Sudreim" }
{ "dynnp_av" "dynn_Norge" }
"dynn_Ulfhilde"
{ "dynnp_av" "dynn_Aurland" }
"dynn_KormA_kur"
"dynn_Gautur"
"dynn_Kvaran"
"dynn_EldjA_rn"
"dynn_MjO_ll"
"dynn_NO_tt"
"dynn_BlO_ndal"
"dynn_Finne"
"dynn_Orri"
"dynn_GrO_nske"
"dynn_Nordal"
"dynn_TrA_tte"
"dynn_KjA_rnested"
"dynn_BjO_rk2"
"dynn_Dosenrode"
"dynn_Haarde"
"dynn_A_sbrning"
"dynn_Oddaverjar"
"dynn_Ormslev"
"dynn_Gnarr"
"dynn_Holmsen"
"dynn_Benkestokk"
"dynn_Handingmann"
"dynn_Aspa"
"dynn_Aurland"
"dynn_BjarkO_y"
"dynn_Andenes"
"dynn_Blakar"
"dynn_Blindheim"
"dynn_Asdal"
"dynn_Hudfat"
"dynn_HA_rd"
"dynn_Kane"
"dynn_Losna"
"dynn_Ringnes"
"dynn_Semeleng"
"dynn_SpA_nheim"
"dynn_Gjesling"
"dynn_Sudrheim"
"dynn_Talgje"
"dynn_Teiste"
"dynn_O_stby"
"dynn_O_strA_t"
"dynn_Rein"
"dynn_Giske"
"dynn_Kamp"
"dynn_Nordhagen"
"dynn_Bolt"
"dynn_Galle"
"dynn_Galtung"
"dynn_Hjerne"
"dynn_Kamp"
"dynn_RO_mer"
"dynn_Skanke"
"dynn_SmO_r"
"dynn_Staur"
"dynn_Skjegge"
"dynn_Gunn"
"dynn_Helmehytte"
"dynn_Akeleye"
"dynn_Brockenhuus"
"dynn_Kamban"
"dynn_Somerled"
"dynn_MO_re"
"dynn_Krabbe"
"dynn_Lodehat"
"dynn_Pagh"
"dynn_Vedel"
"dynn_Rosenkrantz"
"dynn_Kaas"
"dynn_Juel"
"dynn_Bildt"
"dynn_Galte"
"dynn_Drotning"
"dynn_Kjarval"
"dynn_Ekeh"
"dynn_LO_ve"
"dynn_Ormstunga"
"dynn_GoD_i"
"dynn_Gautur"
"dynn_Eyfells"
"dynn_A_sgeir"
"dynn_Kamban"
"dynn_Braghde"
"dynn_BanE_r"
"dynn_Wrede"
"dynn_Balk"
"dynn_Taube"
"dynn_Creutz"
"dynn_Wrangel"
"dynn_Sporre"
"dynn_EhrensvA_rd"
"dynn_Aldersparre"
"dynn_AdelswA_rd"
"dynn_Hlidarendi"
"dynn_UI__I_mair"
"dynn_O_stman"
{ "dynnp_av" "dynn_Rogen" }
{ "dynnp_av" "dynn_Bergen" }
{ "dynnp_av" "dynn_Eidsborg" }
{ "dynnp_av" "dynn_Finnmark" }
{ "dynnp_av" "dynn_RO_st" }
{ "dynnp_af" "dynn_Romerike" }
"dynn_Dovre"
}
dynasty_names = {
"dynn_Brusastad"
"dynn_Bolt"
"dynn_Giske"
"dynn_Raud"
"dynn_Gullbjelke"
"dynn_Hesby"
{ "dynnp_av" "dynn_Sudreim" }
{ "dynnp_av" "dynn_Norge" }
"dynn_Ulfhilde"
{ "dynnp_av" "dynn_Aurland" }
"dynn_KormA_kur"
"dynn_Gautur"
"dynn_Kvaran"
"dynn_EldjA_rn"
"dynn_MjO_ll"
"dynn_NO_tt"
"dynn_BlO_ndal"
"dynn_Finne"
"dynn_Orri"
"dynn_GrO_nske"
"dynn_Nordal"
"dynn_TrA_tte"
"dynn_KjA_rnested"
"dynn_BjO_rk2"
"dynn_Dosenrode"
"dynn_Haarde"
"dynn_A_sbrning"
"dynn_Oddaverjar"
"dynn_Ormslev"
"dynn_Gnarr"
"dynn_Holmsen"
"dynn_Benkestokk"
"dynn_Handingmann"
"dynn_Aspa"
"dynn_Aurland"
"dynn_BjarkO_y"
"dynn_Andenes"
"dynn_Blakar"
"dynn_Blindheim"
"dynn_Asdal"
"dynn_Hudfat"
"dynn_HA_rd"
"dynn_Kane"
"dynn_Losna"
"dynn_Ringnes"
"dynn_Semeleng"
"dynn_SpA_nheim"
"dynn_Gjesling"
"dynn_Sudrheim"
"dynn_Talgje"
"dynn_Teiste"
"dynn_O_stby"
"dynn_O_strA_t"
"dynn_Rein"
"dynn_Giske"
"dynn_Kamp"
"dynn_Nordhagen"
"dynn_Bolt"
"dynn_Galle"
"dynn_Galtung"
"dynn_Hjerne"
"dynn_Kamp"
"dynn_RO_mer"
"dynn_Skanke"
"dynn_SmO_r"
"dynn_Staur"
"dynn_Skjegge"
"dynn_Gunn"
"dynn_Helmehytte"
"dynn_Akeleye"
"dynn_Brockenhuus"
"dynn_Kamban"
"dynn_Somerled"
"dynn_MO_re"
"dynn_Krabbe"
"dynn_Lodehat"
"dynn_Pagh"
"dynn_Vedel"
"dynn_Rosenkrantz"
"dynn_Kaas"
"dynn_Juel"
"dynn_Bildt"
"dynn_Galte"
"dynn_Drotning"
"dynn_Kjarval"
"dynn_Ekeh"
"dynn_LO_ve"
"dynn_Ormstunga"
"dynn_GoD_i"
"dynn_Gautur"
"dynn_Eyfells"
"dynn_A_sgeir"
"dynn_Kamban"
"dynn_Braghde"
"dynn_BanE_r"
"dynn_Wrede"
"dynn_Balk"
"dynn_Taube"
"dynn_Creutz"
"dynn_Wrangel"
"dynn_Sporre"
"dynn_EhrensvA_rd"
"dynn_Aldersparre"
"dynn_AdelswA_rd"
"dynn_Hlidarendi"
"dynn_UI__I_mair"
"dynn_O_stman"
{ "dynnp_av" "dynn_Rogen" }
{ "dynnp_av" "dynn_Bergen" }
{ "dynnp_av" "dynn_Eidsborg" }
{ "dynnp_av" "dynn_Finnmark" }
{ "dynnp_av" "dynn_RO_st" }
{ "dynnp_af" "dynn_Romerike" }
"dynn_Dovre"
}
male_names = {
Anund Alv Arne Arnfinn Arnkjell Arnmod Arnvid Aslak Audun Balder BA_rd BjOErn Eigil Eilif Einar Eirik Erlend Erling Eystein Finn Frej
Grim Gudbrand Gudleik Gudmund GudrOEd Gunnar Guttorm Haldor Halfdan Halkjell Harald Helge HA_kon HA_vard Inge Ivar Jon KA_re Kolbein Lodin
Magnus Odd Ogmund Olav Orm Ossor Ottar PAAl Ragnar Ragnvald Rolf Sigurd Skjalg Skofte Skule Svein Sverre SA_mund TorbjOErn Tord Tore
Torbrand Torfinn Torgeir Torgil
Tormod Torolf Torstein Trond Tryggve Ulv Vigleik A_le A_mund O_lver O_ystein
}
female_names = {
Anna Astrid Brigida Cecilia Eldrid Freja Gjertrud Gudrid Gudrun Gunnhild Gyda Gyrid Haldora Homlaug IngebjO_rg Ingjerd Ingrid Jorunn
Karin Kristina Margrete Maria Martha Ragna Ragnfrid Ragnhild Rannveig Sigrid SnO_frid Sunniva Svanhild Thora Thorborg Thordis A_se A_shild A_sta
}
dynasty_of_location_prefix = "dynnp_av"
patronym_suffix_male = "dynnpat_suf_sson"
patronym_suffix_female = "dynnpat_suf_sdatter"
always_use_patronym = yes
mercenary_names = {
{ name = "mercenary_company_birchers_of_place" }
}
}

View file

@ -1,85 +0,0 @@
heritage_french = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_french
}
}
audio_parameter = european
}
heritage_anglo_frisian = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_anglo_frisian
}
}
audio_parameter = european
}
heritage_scottish = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_scottish
}
}
audio_parameter = european
}
heritage_mosellic = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_mosellic
}
}
audio_parameter = european
}
heritage_rhaeto_helvetic = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_rhaeto_helvetic
}
}
audio_parameter = european
}
heritage_greek = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_greek
}
}
audio_parameter = european
}
heritage_cisalpine = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_greek
}
}
audio_parameter = european
}
heritage_sardic = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_greek
}
}
audio_parameter = european
}
heritage_italian = {
type = heritage
is_shown = {
heritage_is_shown_trigger = {
HERITAGE = heritage_greek
}
}
audio_parameter = european
}

View file

@ -1,267 +0,0 @@
language_french = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_french
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_french }
multiply = 10
}
}
color = french
}
language_sarphatique = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_sarphatique
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_sarphatique }
multiply = 10
}
}
color = sephardi
}
language_english = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_english
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_english }
multiply = 10
}
}
color = english
}
language_rhaeto_helvetic = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_rhaeto_helvetic
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_rhaeto_helvetic }
multiply = 10
}
}
color = { 90 56 246 }
}
language_brittannic = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_brittannic
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_brittannic }
multiply = 10
}
}
color = { 134 53 72 }
}
language_scots = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_scots
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_scots }
multiply = 10
}
}
color = hsv{ 0.035 0.8 0.8 }
}
language_anglo_irish = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_anglo_irish
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_anglo_irish }
multiply = 10
}
}
color = { 78 121 95 }
}
language_mosellic = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_mosellic
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_mosellic }
multiply = 10
}
}
color = { 0.4 0.4 0.8 }
}
language_arbereshe = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_arbereshe
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_arbereshe }
multiply = 10
}
}
color = { 0.9 0.4 0.4 }
}
language_sardinian = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_sardinian
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_sardinian }
multiply = 10
}
}
color = sardinian
}
language_cisalpine = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_cisalpine
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_cisalpine }
multiply = 10
}
}
color = { 0.95 0.95 0.55 }
}
language_italo_dalmatian = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_italo_dalmatian
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_italo_dalmatian }
multiply = 10
}
}
color = { 0.9 0.4 0.8 }
}
language_hebrew = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_hebrew
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_hebrew }
multiply = 10
}
}
color = { 0.4 0.4 0.8 }
}
language_hispanophonic = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_hispanophonic
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_hispanophonic }
multiply = 10
}
}
color = { 0.4 0.4 0.8 }
}
language_lusophonic = {
type = language
is_shown = {
language_is_shown_trigger = {
LANGUAGE = language_lusophonic
}
}
ai_will_do = {
value = 10
if = {
limit = { has_cultural_pillar = language_lusophonic }
multiply = 10
}
}
color = { 0.4 0.4 0.8 }
}

File diff suppressed because it is too large Load diff

View file

@ -1,28 +0,0 @@
################################
# DEBUG CULTURAL TRADITIONS #
################################
# Here as a container for parameters useful for modders.
tradition_debug = {
category = regional
layers = {
0 = intrigue
1 = mediterranean
4 = crown.dds
}
is_shown = { always = no }
can_pick = { always = no }
can_pick_for_hybridization = { always = no }
parameters = {
culture_can_raid_over_land_even_if_feudal = yes
culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
}
cost = { prestige = 300000 }
ai_will_do = { value = 0 }
}

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

Some files were not shown because too many files have changed in this diff Show more