Men at arms v1 and a gibraltar tweak

This commit is contained in:
edwardtheelbowhigh 2026-01-05 19:51:54 +00:00
parent 3e8b69caf2
commit 799bf207f9
6 changed files with 9537 additions and 0 deletions

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innovation_british_arsenals = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_britannia
icon = @gunpowder
potential = {
OR = {
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_anglo_frisian
}
}
#can_progress = {
#
#}
#character_modifier = {
# development_growth_factor= 0.2
#}
#county_modifier = {
# epidemic_resistance = 10
# building_slot_add = 1
#}
#culture_modifier = {
# mercenary_count_mult = 0.5
#}
#province_modifier = {
# build_speed = -0.1
#}
unlock_maa = handgunners
parameters = {
unlock_powder_magazines = yes
}
#unlock_decision =
#unlock_law
flag = early_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_redcoats = {
group = culture_group_military
culture_era = culture_era_late_medieval
#region = world_europe_west_britannia
icon = @gunpowder
potential = {
OR = {
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_anglo_frisian
}
}
#can_progress = {
#
#}
#character_modifier = {
# development_growth_factor= 0.2
#}
#county_modifier = {
# epidemic_resistance = 10
# building_slot_add = 1
#}
#culture_modifier = {
# mercenary_count_mult = 0.5
#}
#province_modifier = {
# build_speed = -0.1
#}
unlock_maa = redcoats
parameters = {
unlock_powder_magazines = yes
}
#unlock_decision =
#unlock_law
flag = early_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_british_ironsides = {
group = culture_group_military
culture_era = culture_era_high_medieval
#region = world_europe_west_britannia
icon = @gunpowder
potential = {
NOT = { this = culture:angler }
OR = {
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_anglo_frisian
}
}
unlock_maa = ironsides
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_celtic_columneers = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_britannia
icon = @gunpowder
potential = {
OR = {
has_cultural_pillar = heritage_scottish
has_cultural_pillar = heritage_goidelic
}
}
unlock_maa = columneers
flag = early_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_pioneers = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_britannia
icon = @gunpowder
potential = {
this = culture:metropolitain
}
unlock_maa = pioneers
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_cuirassiers = {
group = culture_group_military
culture_era = culture_era_early_medieval
region = world_europe_west_francia
icon = @gunpowder
potential = {
has_cultural_pillar = heritage_french
}
unlock_maa = cuirassiers
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_gardians = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_francia
icon = @gunpowder
potential = {
OR = {
this = culture:provencal
this = culture:rottisch
this = culture:patoues
this = culture:azurrano
}
}
unlock_maa = gardians
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_voltigeurs = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_francia
icon = @gunpowder
potential = {
OR = {
has_cultural_pillar = heritage_mosellic
this = culture:gascon
}
}
unlock_maa = voltigeurs
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}
innovation_spahis = {
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_francia world_africa_north_west
icon = @gunpowder
potential = {
OR = {
has_cultural_pillar = heritage_berber
}
}
unlock_maa = spahis
flag = high_medieval_era_regional
#custom = promote_culture_speed_test
}

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#handgonners = { # Vanilla added them to base lmao
# type = archers
#
# damage = 50
# toughness = 20
# pursuit = 0
# screen = 0
#
#
# can_recruit = {
# culture = { has_cultural_parameter = unlock_maa_handgonners }
# }
#
# terrain_bonus = {
# hills = { damage = 10 }
# plains = { toughness = -8 }
# drylands = { toughness = -8 }
# desert = { toughness = -8 }
# }
#
# counters = {
# heavy_infantry = 1
# heavy_cavalry = 1
# archer_cavalry = 0.5
# }
#
# buy_cost = { gold = crossbowmen_recruitment_cost }
# low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
# high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
# provision_cost = @provisions_cost_infantry_moderate
#
# holy_order_fallback = yes
#
# stack = 100
# ai_quality = {
# value = counter_synergy_ai_weight_archers
# }
# icon = handgonners
#}
redcoats = {
type = gunpowder
damage = 60
toughness = 28
pursuit = 0
screen = 10
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
valid_for_maa_trigger = { PARAMETER = unlock_maa_redcoats }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 1
pikemen = 1
}
buy_cost = { gold = conrois_recruitment_cost }
low_maintenance_cost = { gold = conrois_low_maint_cost }
high_maintenance_cost = { gold = conrois_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
stack = 100
icon = handgonne
}
ironsides = {
type = heavy_cavalry
damage = 110
toughness = 50
pursuit = 0
screen = 10
terrain_bonus = {
plains = { damage = 30 toughness = 5 }
drylands = { damage = 20 }
hills = { damage = -10 }
terraced_hills = { damage = -10 }
mountains = { damage = -50 }
desert_mountains = { damage = -50 }
wetlands = { damage = -70 toughness = -15 pursuit = -10 }
jungle = { damage = -80 toughness = -15 pursuit = -10 }
}
counters = {
archers = 1
heavy_infantry = 1
heavy_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -30 toughness = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_ironsides }
}
buy_cost = { gold = tiefutu_recruitment_cost }
low_maintenance_cost = { gold = tiefutu_low_maint_cost }
high_maintenance_cost = { gold = tiefutu_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = tiefutu_cavalry
}
cuirassiers = { #Copy pasted Conrois, need to think of how to make them unique later
type = heavy_cavalry
damage = 100
toughness = 25
pursuit = 10
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
farmlands = { damage = 30 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
jungle = { damage = -75 toughness = -10 pursuit = -10 }
}
counters = {
archers = 1
light_cavalry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_cuirassiers }
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -25 toughness = -10 }
}
buy_cost = { gold = conrois_recruitment_cost }
low_maintenance_cost = { gold = conrois_low_maint_cost }
high_maintenance_cost = { gold = conrois_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 35 ] }
icon = conrois
}
columneers = {
type = archers
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_columneers }
}
damage = 20
toughness = 8
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 12 toughness = 4 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
peasant_militia = 1
pikemen = 1
}
buy_cost = { gold = longbowmen_recruitment_cost }
low_maintenance_cost = { gold = longbowmen_low_maint_cost }
high_maintenance_cost = { gold = longbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = bowmen
}
pioneers = {
type = heavy_infantry
damage = 40
toughness = 32
pursuit = 10
screen = 10
siege_value = 0.05
terrain_bonus = {
farmlands = { damage = 8 }
plains = { damage = 8 toughness = 6 }
forest = { damage = 8 toughness = 6 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_infantry = 1
heavy_cavalry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_pioneers }
}
buy_cost = { gold = varangian_guards_recruitment_cost }
low_maintenance_cost = { gold = varangian_guards_low_maint_cost }
high_maintenance_cost = { gold = varangian_guards_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = heavy_infantry
}
gardians = {
type = light_cavalry
damage = 20
toughness = 20
pursuit = 50
screen = 30
terrain_bonus = {
forest = { damage = 15 }
hills = { damage = 10 }
mountains = { pursuit = -30 }
desert_mountains = { damage = -15 pursuit = -30 }
wetlands = { damage = -20 pursuit = -20 screen = -15 }
}
counters = {
archers = 1
}
winter_bonus = {
harsh_winter = { damage = -5 }
}
buy_cost = { gold = hobelar_recruitment_cost }
low_maintenance_cost = { gold = hobelar_low_maint_cost }
high_maintenance_cost = { gold = hobelar_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = light_cavalry
}
voltigeurs = {
type = archers
damage = 10
toughness = 12
pursuit = 15
screen = 20
siege_value = 0.1
terrain_bonus = {
hills = { damage = 4 toughness = 6 }
mountains = { damage = 4 pursuit = 6 }
forest = { damage = 4 toughness = 8 pursuit = 4 }
wetlands = { damage = 4 pursuit = 6 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = guanch_vaulter_recruitment_cost }
low_maintenance_cost = { gold = guanch_vaulter_low_maint_cost }
high_maintenance_cost = { gold = guanch_vaulter_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
icon = crossbowmen
}
spahis = {
type = horse_archers
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
drylands = { damage = 15 toughness = 3 }
desert = { damage = 10 }
oasis = { damage = 10 }
desert_mountains = { pursuit = -10 }
mountains = { pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
}
buy_cost = { gold = horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 60 #I mean... they're horse archers
}
icon = horse_archers
}

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k_andalusia = {
2546.1.1 = {
holder = hispania0006
}
2505.1.1 = {
change_development_level = 7
}
}
d_cordoba = {
2547.6.14 = {
holder = hispania0022
liege = k_andalusia
}
}
c_cadiz = {
2550.1.1 = {
holder = andalusia_jesus_de_la_torre
liege = k_andalusia
}
}
c_almonte = {
2550.1.1 = {
holder = andalusia_lain_santibanez
liege = k_andalusia
}
}
c_niebla = {
2550.1.1 = {
holder = andalusia_manrique_almonte
liege = k_andalusia
}
}
d_murcia = {
2550.1.1 = {
holder = aragon_diego_salzillo
liege = k_aragon
}
}
c_murcia = {
2550.1.1 = {
holder = aragon_diego_salzillo
liege = k_aragon
}
}

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e_britannia = {
2505.1.1 = {
change_development_level = 7
}
}
k_england = {
2498.1.1 = {
holder = britannia_cyflymarhyan_elyan #Elyan Cyflymarhyan
}
2505.1.1 = {
change_development_level = 7
}
2527.1.1 = {
holder = britannia_cyflymarhyan_islymo #Isylmo Cyflymarhyan
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
}
}
d_bedford = {
2498.1.1 = {
holder = britannia_cyflymarhyan_elyan #Elyan Cyflymarhyan
}
2527.1.1 = {
holder = britannia_cyflymarhyan_islymo #Isylmo Cyflymarhyan
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
}
2545.1.1 = {
holder = britannia_cyflymarhyan_pytyr #Pytyr Cyflymarhyan
government = administrative_government
liege = e_britannia
}
}
d_buckingham = {
2539.1.1 = {
holder = britannia_windsor_george #George Windsor
government = administrative_government
liege = e_britannia
}
}
#c_essex = {
# 2530.1.1 = {
# holder = britannia_cyflymarhyan_frydyryk
# government = administrative_government
# }
#}
d_leicester = {
2510.1.1 = {
holder = britannia_solomonid_arthur
government = administrative_government
liege = e_britannia
}
}
#c_staffordshire = {
# 2553.1.1 = {
# holder = britannia_starr_thwmys
# government = administrative_government
# liege = k_wales
# }
#}
d_black_country = {
2504.10.22 = {
holder = britannia_vyktor_duleep_2
government = administrative_government
liege = e_britannia
}
2524.10.22 = {
holder = britannia_alex_duleep
government = administrative_government
liege = e_britannia
}
2554.10.22 = {
holder = britannia_adam_duleep
government = administrative_government
liege = e_britannia
}
}
#c_bedford = {
# 2507.1.1 = {
# holder = britannia_juny_bryan #Bryan Juny
# government = administrative_government
# liege = d_bedford
# }
#}
d_london = {
2498.1.1 = {
holder = britannia_cyflymarhyan_elyan #Elyan Cyflymarhyan
}
2527.1.1 = {
holder = britannia_cyflymarhyan_islymo #Isylmo Cyflymarhyan
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
}
}
c_london = {
2505.1.1 = {
change_development_level = 28
}
}
d_solent = {
2543.1.1 = {
holder = britannia_said_palamedes #Palamedes Al-Said
government = administrative_government
liege = e_britannia
}
}
#c_isle_of_wight = {
# 2550.12.12 = {
# holder = britannia_tabb_ian #Ian Tabb
# government = administrative_government
# liege = e_britannia
# }
#}
d_somerset = {
2550.1.1 = {
holder = britannia_wellesley_oliver #Oliver Wellesley
government = administrative_government
liege = e_britannia
}
}
#c_avon = {
# 2538.5.19 = {
# holder = britannia_blackwood_theodore #Theodore Blackwood
# government = administrative_government
# liege = d_somerset
# }
#}
d_nottingham = {
2552.1.1 = {
holder = britannia_elgarh_robyrt
government = administrative_government
liege = e_britannia
}
}
d_canterbury = {
2545.1.1 = {
holder = britannia_giray_basenzhabu #Mohamydd Giray
government = administrative_government
liege = e_britannia
}
}
d_cornwall = {
2554.1.1 = {
holder = britannia_flamank_tristan #Tristan Flamank
government = administrative_government
liege = e_britannia
}
}
#c_scilly = {
# 2540.3.21 = {
# holder = britannia_aurelian_ambrose #Ambrose Aurelian
# government = administrative_government
# liege = e_britannia
# }
#}
#c_oxfordshire = {
# 2554.1.1 = {
# holder = britannia_primrose_isaac #Isaac Primrose
# government = administrative_government
# liege = d_buckingham
# }
#}
d_norfolk = {
2547.1.1 = {
holder = britannia_nelson_boudica #Boudica Nelson
}
}
d_channel_islands = {
2551.8.5 = {
liege = e_britannia
holder = britannia_fitsosbern_horatio #Horatio de Normandy
government = administrative_government
}
}
c_cambridgeshire = {
2547.1.1 = {
holder = britannia_nelson_boudica #Boudica Nelson
}
2555.1.1 = {
holder = britannia_cyflymarhyan_pytyr #Pytyr Cyflymarhyan
government = administrative_government
liege = e_britannia
}
}
d_gibraltar = {
2550.1.1 = {
holder = hispania0024
government = administrative_government
liege = e_britannia
}
}
c_gibraltar = {
2550.1.1 = {
holder = hispania0024
government = administrative_government
}
}
b_gore = {
2547.1.1 = {
liege = e_britannia
holder = britannia_harhman_alan
}
}
b_southwark = {
2547.1.1 = {
liege = e_britannia
holder = britannia_harhman_alan
}
}
b_brentford = {
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk
}
}
b_woxbrigge = {
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk
}
}
b_east_end = {
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk
}
}
b_kingston = {
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk
}
}