This reverts commit eb1df64042, reversing
changes made to 694beeb8dc.
This commit is contained in:
JulesFlammenkueche 2026-01-31 07:07:33 +01:00
parent eb1df64042
commit 8eef0c5783
26 changed files with 3428 additions and 3254 deletions

View file

@ -65,7 +65,7 @@
religion = "iberian"
difficluty = "BOOKMARK_CHARACTER_DIFFICULTY_EASY"
history_id = hispania0001
position = { 350 740 }
position = { 300 620 }
animation = idle
}
character = {
@ -110,7 +110,7 @@
religion = "celtic"
difficluty = "BOOKMARK_CHARACTER_DIFFICULTY_EASY"
history_id = britannia_colbrugha_michael
position = { 270 190 }
position = { 270 270 }
animation = idle
}
}

View file

@ -1367,8 +1367,6 @@ statue_isildur_01 = {
alw ays = yes
}
constrcution_time = very_slow_construction_time
cost = {
gold = 1000
}
@ -1376,7 +1374,7 @@ statue_isildur_01 = {
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.1
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.2
}
@ -1386,7 +1384,7 @@ statue_isildur_01 = {
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.15
stationed_maa_damage_mult = 0.1
}
ai_value = {
@ -1400,547 +1398,4 @@ statue_isildur_01 = {
type = special
flag = travel_point_of_interest_martial
}
##########
# Fourvière - historic core of the city of Lyon
##########
fourviere_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_jvari_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_prestige = 0.25
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.25
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# Capitole de Toulouse - administrative center of Southern France
##########
capitole_toulouse_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_achen.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_prestige = 0.35
legitimacy_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1.50
garrison_size = 0.15
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Château de Bretagne - center of Britanny ; post event
##########
chateau_bretagne_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 500
county_holder_character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 1
}
next_building = chateau_bretagne_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
chateau_bretagne_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_guilds }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.10
monthly_dynasty_prestige_mult = 0.15
monthly_prestige_gain_mult = 0.15
monthly_prestige = 0.25
courtly_tax_contribution_mult = 0.05
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Fort de Bordeaux - post-event, large fort/naval fort
##########
fort_de_bordeaux_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_genoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1500
county_holder_character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.25
development_growth = 0.20
development_growth_factor = 0.25
hostile_raid_time = 0.50
defender_holding_advantage = 5
}
province_modifier = {
monthly_income = 2.50
fort_level = 4
garrison_size = 0.20
travel_danger = -15
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Fortified Port of Monaco
##########
fortified_port_of_monaco_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
defender_holding_advantage = 2
}
province_modifier = {
monthly_income = 1
fort_level = 1
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_monaco_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
defender_holding_advantage = 3
}
province_modifier = {
monthly_income = 3
fort_level = 2
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_monaco_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
defender_holding_advantage = 5
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Port of La Rochelle
##########
port_of_la_rochelle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_la_rochelle_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_la_rochelle_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
}

View file

@ -1085,10 +1085,10 @@ NPathFinding = {
}
NCulture = {
MINIMUM_INNOVATIONS_TO_NEXT_ERA = 8 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used.
MINIMUM_INNOVATIONS_TO_NEXT_ERA = 6 # Raw number of innovations needed to be able to go to the next era. If an era has less innovations than this number, the lowest is used.
ERA_PROGRESS_GAIN_BASE_MONTHLY = 0.1 # Base percentage gain every month for era spread
ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.08 # How much extra per average development level
FIRST_ERA_START_YEAR = 2300 # When did the first era start?
ERA_PROGRESS_GAIN_MONTHLY_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.05 # How much extra per average development level
# Regional spread will start with the minimum number of regions from any of the next percentages
INNOVATION_REGIONAL_PERCENTAGE = 0.1 # Minimum percentage of region for regional innovations to get regional spread
@ -1097,9 +1097,9 @@ NCulture = {
# Chance (0..100) to advance with the innovation each month:
# base + from spread + from fascination
INNOVATION_PROGRESS_CHANCE_BASE = 5
INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 40 # chance bonus to innovation if there is any spread by nearby cultures
INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 2 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination
INNOVATION_PROGRESS_CHANCE_BASE = 10
INNOVATION_PROGRESS_CHANCE_FROM_SPREAD = 65 # chance bonus to innovation if there is any spread by nearby cultures
INNOVATION_PROGRESS_CHANCE_SPREAD_AND_FASCINATION_MULTIPLIER = 1.5 # multiply Cultural Acceptance (100-based) by this as bonus multiplier if the current spread innovation is ALSO a fascination
# from fascination = base + SKILL_LEVEL_BONUS( max( 0, head relevant skill - HEAD_SKILL_BASE ) )
# SKILL_LEVEL_BONUS( SKILL_MOD ) is computed as a sum of contributions that get smaller the higher the skill modifier.
# The first 10 (SECTION_SIZE) points may give +1 each, the second 10 may give +0.8 and so on. With these numbers:
@ -1107,10 +1107,10 @@ NCulture = {
# Skill mod 37 -> 1 * 10 + 0.9 * 10 + 0.8 * 10 + 0.7 * 7 = 27.4
# trailing points after the highest section take the last multiplier of the PER_SKILL_SECTION array, which should have at minimum 2 entries
# this skill level bonus will not exceed the SKILL_CAP, so a Skill 100 character will still get at most (for example) 30% progress chance from their skill.
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 10 # base progress chance bonus if fascination
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 0 # skill level below which no bonus is given
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 10 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 45 # how high can the skill bonus be at most (BASE included)
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_BASE = 5 # base progress chance bonus if fascination
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_HEAD_SKILL_BASE = 1 # skill level below which no bonus is given
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_LEVEL_SECTION_SIZE = 1 # size of each multiplier chunk. with 10, the first 10 bonus point will get the first multiplier and so on
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_SKILL_CAP = 20 # how high can the skill bonus be at most (BASE included)
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_PER_SKILL_SECTION = { 1 0.9 0.8 0.7 0.6 }
INNOVATION_PROGRESS_CHANCE_FROM_FASCINATION_NO_HEAD_SKILL = 10 # used as the skill value if there is no cultural head
@ -1118,8 +1118,8 @@ NCulture = {
# If the random roll succeeds, the innovation will progress by:
# base + from development + from eras ahead
INNOVATION_PROGRESS_GAIN_BASE = 0.3
INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.02
INNOVATION_PROGRESS_GAIN_BASE = 0.4
INNOVATION_PROGRESS_GAIN_PER_AVERAGE_DEVELOPMENT_LEVEL = 0.1
INNOVATION_PROGRESS_GAIN_PER_ERA_AHEAD = 0.2
INNOVATION_PROGRESS_DIVIDE_FACTOR_IF_ERA_BEHIND = 5 # the overall progress is divided by this number to achieve a way slower progress for future innovations. 10 would divide the total progress by 10, and this is further divided by the number of eras the culture is behind - so the progress may end up being divided by 30 at most. Set to 0 to disable this behavior.
INNOVATION_PROGRESS_MIN_MULTIPLIER_IF_ERA_BEHIND = 0.01 # the division from the define above may not go lower than this. Ranges between 0 and 1.

View file

@ -2988,4 +2988,5 @@ e_germany = {
# }
# }
#}
}

View file

@ -452,11 +452,6 @@ e_italy = {
color = { 215 120 130 }
}
b_luni = {
province = 2531
color = { 215 120 130 }
}
}
@ -1526,6 +1521,11 @@ e_italy = {
b_casentino = {
province = 2553
color = { 209 125 105 }
}
b_camaldoli = {
province = 2551
color = { 209 125 105 }
}
}
@ -1572,16 +1572,16 @@ e_italy = {
color = { 232 190 25 }
}
b_camaldoli = {
province = 2551
b_prato = {
province = 2545
color = { 209 125 105 }
color = { 235 210 65 }
}
b_empoli = {
province = 2563
b_vallombrosa = {
province = 2544
color = { 232 190 25 }
}
color = { 230 155 15 }
}
}
c_lucca = {
color = { 255 176 153 }
@ -1592,11 +1592,16 @@ e_italy = {
color = { 235 210 65 }
}
b_piombino = {
province = 2561
b_pistorja = { #Pistoia
province = 2538
color = { 180 186 30 }
}
color = { 235 210 65 }
}
b_luni = {
province = 2531
color = { 215 120 130 }
}
}
c_arezzo = {
color = { 204 141 122 }
@ -1616,12 +1621,7 @@ e_italy = {
province = 2584
color = { 240 225 150 }
}
b_vallombrosa = {
province = 2544
color = { 230 155 15 }
}
}
}
c_siena = {
color = { 255 213 201 }
@ -1632,6 +1632,11 @@ e_italy = {
color = { 205 175 25 }
}
b_montalcino = {
province = 2567
color = { 205 175 25 }
}
b_chiusi = {
province = 2565
@ -1642,50 +1647,48 @@ e_italy = {
color = { 205 175 25 }
}
}
c_pisa = {
color = { 178 123 107 }
#can_be_named_after_dynasty = no
b_volterra = {
province = 2558
color = { 232 190 25 }
}
b_pisa = {
province = 2536
color = { 180 186 30 }
}
b_empoli = {
province = 2563
color = { 232 190 25 }
}
}
c_pisa = {
c_livorno = {
color = { 255 196 178 }
#can_be_named_after_dynasty = no
b_livorno = {
province = 2557
color = { 180 186 30 }
}
b_pisa = {
province = 2536
b_piombino = {
province = 2561
color = { 180 186 30 }
}
}
c_prato = {
color = { 255 196 178 }
#can_be_named_after_dynasty = no
b_pistorja = { #Pistoia
province = 2538
color = { 235 210 65 }
}
b_prato = {
province = 2545
color = { 235 210 65 }
}
}
}
c_orbetello = {
color = { 153 106 91 }
#can_be_named_after_dynasty = no
b_grosseto = {
province = 2569
color = { 250 210 5 }
}
b_orbetello = {
province = 2562
province = 2569
color = { 250 210 5 }
}
@ -1694,10 +1697,10 @@ e_italy = {
color = { 250 210 5 }
}
b_montalcino = {
province = 2567
b_grosseto = {
province = 2562
color = { 205 175 25 }
color = { 250 210 5 }
}
}
}

View file

@ -1,7 +1,7 @@
catholic_religion = {
family = rf_abrahamic
doctrine_background_icon = core_tenet_banner_christian.dds
doctrine_background_icon = core_tenet_banner_catholic.dds
doctrine = abrahamic_hostility_doctrine
#Main Group | placeholder

View file

@ -1,7 +1,7 @@
eastern_orthodox_religion = {
family = rf_abrahamic
doctrine_background_icon = core_tenet_banner_christian.dds
doctrine_background_icon = core_tenet_banner_orthodox.dds
doctrine = abrahamic_hostility_doctrine
#Main Group | placeholder

View file

@ -1,7 +1,7 @@
protestant_religion = {
family = rf_abrahamic
doctrine_background_icon = core_tenet_banner_christian.dds
doctrine_background_icon = core_tenet_banner_protestant.dds
doctrine = abrahamic_hostility_doctrine
#Main Group