Merge branch 'next-version-dev' of https://forgejo.damimani-alex.org/damimani/N3OW into next-version-dev
This commit is contained in:
commit
9529d3c17f
13 changed files with 433 additions and 19 deletions
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@ -3952,7 +3952,7 @@ mountain_fortress_lugano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4052,7 +4052,7 @@ mountain_fortress_bolzano_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -4152,7 +4152,7 @@ mountain_fortress_innsbruck_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -5799,7 +5799,7 @@ mountain_fortress_imperia_01 = {
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}
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can_construct = {
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scope:holder.culture = { has_innovation = innovation_stone_forts }
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scope:holder.culture = { has_innovation = innovation_castle_baileys }
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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@ -9738,6 +9738,241 @@ air_dock_04 = {
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type_icon = "icon_structure_hosios_loukas.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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##########
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# Communal Settlements - peasant and levy bonuses
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##########
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communal_settlement_01 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_1_effect_desc
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can_construct_potential = {
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder.culture = {
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has_innovation = innovation_barracks
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_1_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_2
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_2
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_1
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defender_holding_advantage = 2
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}
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county_modifier = {
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levy_size = 0.01
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}
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levy = normal_building_levy_tier_2
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_02
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ai_value = {
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base = 20
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ai_tier_1_building_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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communal_settlement_02 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_2_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_2_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_4
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_4
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_2
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defender_holding_advantage = 4
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.05
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garrison_size = 0.05
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levy_size = 0.02
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}
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levy = normal_building_levy_tier_4
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_03
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ai_value = {
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base = 10
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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communal_settlement_03 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_3_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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scope:holder.culture = {
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has_innovation = innovation_castle_baileys
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}
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}
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cost_gold = expensive_building_tier_3_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_6
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_6
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_3
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defender_holding_advantage = 6
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.10
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garrison_size = 0.05
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levy_size = 0.03
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}
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levy = normal_building_levy_tier_6
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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next_building = communal_settlement_04
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ai_value = {
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base = 8
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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communal_settlement_04 = {
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construction_time = standard_construction_time
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effect_desc = communal_settlement_4_effect_desc
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can_construct_potential = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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can_construct = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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scope:holder.culture = {
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has_innovation = innovation_royal_armory
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}
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}
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is_enabled = {
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text = province_is_of_a_communal_settlement_faith_tt
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building_communal_settlement_requirement = yes
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}
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cost_gold = expensive_building_tier_4_cost
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province_modifier = {
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monthly_income = super_poor_building_tax_tier_8
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stationed_peasant_militia_damage_mult = high_maa_damage_tier_8
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stationed_peasant_militia_toughness_mult = high_maa_toughness_tier_4
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defender_holding_advantage = 8
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.15
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garrison_size = 0.10
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levy_size = 0.05
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}
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levy = normal_building_levy_tier_8
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_wartburg.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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@ -12231,6 +12231,94 @@ d_upper_silesia = {
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}
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}
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d_imperial_silesia = {
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pattern="pattern_quarter.dds"
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color1=yellow
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color2=red
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color3=black
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colored_emblem={
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color1=white
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texture="ce_crescent_bone.dds"
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instance={
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position={ 0.280000 0.690000 }
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scale={ 0.230000 0.230000 }
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depth=1.010000
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}
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instance={
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position={ 0.710000 0.230000 }
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scale={ 0.230000 0.230000 }
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depth=3.010000
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}
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}
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colored_emblem={
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color1=white
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texture="ce_cross_09.dds"
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instance={
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position={ 0.280000 0.710000 }
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scale={ 0.070000 0.070000 }
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}
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instance={
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position={ 0.710000 0.250000 }
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scale={ 0.060000 0.060000 }
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depth=2.010000
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}
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}
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colored_emblem={
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color1=white
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color2=yellow
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color3=black
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texture="ce_lion_rampant_crown_forked.dds"
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instance={
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||||
position={ 0.280000 0.280000 }
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scale={ 0.470000 0.470000 }
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depth=4.010000
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}
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}
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colored_emblem={
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color1=black
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color2=red
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color3=white
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texture="ce_eagle_small.dds"
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instance={
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position={ 0.710000 0.280000 }
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scale={ 0.490000 0.490000 }
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depth=5.010000
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}
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instance={
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position={ 0.280000 0.740000 }
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scale={ 0.500000 0.500000 }
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depth=7.010000
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}
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}
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colored_emblem={
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color1=red
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texture="ce_ordinary_canton.dds"
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instance={
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scale={ -1.000000 -1.000000 }
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depth=8.010000
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}
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}
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colored_emblem={
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color1=white
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color2=yellow
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color3=grey
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texture="ce_eagle_crown.dds"
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instance={
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position={ 0.710000 0.740000 }
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scale={ 0.500000 0.500000 }
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depth=6.010000
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}
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}
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}
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d_pommerania = {
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pattern = "pattern_solid.dds"
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color1 = "white"
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@ -17678,17 +17766,59 @@ c_litomerice={
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c_opava = {
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pattern = "pattern_solid.dds"
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color1 = "white"
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color2 = "red"
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colored_emblem = {
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texture = "ce_pattern_vertical_split_01.dds"
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color1 = "white"
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color2 = "red"
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instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } }
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pattern="pattern__solid_designer.dds"
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color1=blue
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color2=yellow
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color3=black
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colored_emblem={
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color1=red
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texture="ce_shield_01.dds"
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instance={
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||||
position={ 0.510000 0.460000 }
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||||
scale={ 0.110000 0.110000 }
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||||
depth=2.010000
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||||
}
|
||||
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||||
}
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||||
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colored_emblem={
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color1=white
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color2=white
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color3=black
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texture="ce_horse_statant.dds"
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instance={
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||||
scale={ 0.700000 0.700000 }
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depth=3.010000
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||||
}
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||||
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||||
}
|
||||
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||||
colored_emblem={
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color1=yellow
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color2=green_light
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color3=red
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texture="ce_flower.dds"
|
||||
instance={
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||||
position={ 0.620000 0.270000 }
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scale={ 0.240000 -0.240000 }
|
||||
}
|
||||
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}
|
||||
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||||
colored_emblem={
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color1=yellow
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texture="ce_vair_single.dds"
|
||||
instance={
|
||||
position={ 0.510000 0.450000 }
|
||||
scale={ 0.090000 -0.090000 }
|
||||
depth=1.010000
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
c_brno = {
|
||||
pattern="pattern_barry_04.dds"
|
||||
color1=white
|
||||
|
|
|
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|
|
@ -56,6 +56,7 @@
|
|||
chemistry_workshop_01
|
||||
air_dock_01
|
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doggerland_ivory_deposits_01
|
||||
communal_settlement_01
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -142,6 +143,7 @@ city_holding = {
|
|||
chemistry_workshop_01
|
||||
air_dock_01
|
||||
doggerland_ivory_deposits_01
|
||||
communal_settlement_01
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
|
|
@ -200,6 +202,7 @@ church_holding = {
|
|||
chemistry_workshop_01
|
||||
air_dock_01
|
||||
doggerland_ivory_deposits_01
|
||||
communal_settlement_01
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
|
|
@ -303,6 +306,7 @@ temple_citadel_holding = {
|
|||
chemistry_workshop_01
|
||||
air_dock_01
|
||||
doggerland_ivory_deposits_01
|
||||
communal_settlement_01
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
|
|
|
|||
|
|
@ -404,6 +404,7 @@ NEOW_militia = {
|
|||
has_lifestyle = martial_lifestyle
|
||||
has_martial_lifestyle_trait_trigger = yes
|
||||
cp:councillor_marshal = { martial = 13 }
|
||||
faith = { has_doctrine_parameter = allows_communal_settlement }
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
|
|
|
|||
|
|
@ -5043,6 +5043,7 @@
|
|||
piety_from_gifts_active = yes
|
||||
piety_from_marrying_lowborn_active = yes
|
||||
faith_use_farmer_republics = yes
|
||||
allows_communal_settlement = yes
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
|
|
|
|||
|
|
@ -1023,6 +1023,8 @@ militia_raise_limit_existing_militia_buildings = {
|
|||
|
||||
militia_building_limit_bonus_1 = 1
|
||||
militia_building_limit_bonus_2 = 2
|
||||
militia_building_limit_bonus_3 = 3
|
||||
militia_building_limit_bonus_4 = 4
|
||||
|
||||
gunpowder_raise_limit_existing_gunpowder_units = {
|
||||
value = 0
|
||||
|
|
|
|||
|
|
@ -980,4 +980,20 @@ building_vineyards_requirement = {
|
|||
terrain = hills
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
building_communal_settlement_requirement = {
|
||||
OR = {
|
||||
scope:holder.faith = {
|
||||
has_doctrine_parameter = allows_communal_settlement
|
||||
}
|
||||
|
||||
root.faith = {
|
||||
has_doctrine_parameter = allows_communal_settlement
|
||||
}
|
||||
|
||||
root.culture = {
|
||||
has_cultural_parameter = allows_communal_settlement
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -758,6 +758,9 @@
|
|||
culture = czech
|
||||
religion = hussite
|
||||
holding = castle_holding
|
||||
buildings = {
|
||||
communal_settlement_01
|
||||
}
|
||||
}
|
||||
4154 = { # Jindřichův Hradec
|
||||
holding = city_holding
|
||||
|
|
|
|||
|
|
@ -654,6 +654,17 @@
|
|||
building_spilberk_castle_01:1 "Špilberk"
|
||||
building_spilberk_castle_01_desc:0 "Standing tall above the city of Brno, the most important city in Moravia, the Špilberk Castle is the main keep and was the seat of power for many powerful families. Constructed in the 13th century and improved ever since. After the Event, the city and the castle were briefly abandoned, but after people returned, they reconstructed the castle, transforming it not only into a formidable fortress but also into a symbol of prosperity and Moravian identity."
|
||||
|
||||
building_type_communal_settlement_01:1 "Communal Settlement"
|
||||
building_type_communal_settlement_01_desc:1 "$building_communal_settlement_01_desc$"
|
||||
building_communal_settlement_01:1 "WIP"
|
||||
building_communal_settlement_01_desc:1 "WIP"
|
||||
building_communal_settlement_02:1 "WIP"
|
||||
building_communal_settlement_02_desc:1 "WIP"
|
||||
building_communal_settlement_03:1 "WIP"
|
||||
building_communal_settlement_03_desc:1 "WIP"
|
||||
building_communal_settlement_04:1 "WIP"
|
||||
building_communal_settlement_04_desc:1 "WIP"
|
||||
|
||||
building_type_leclerc_dyeworks_01:1 "Leclerc Dyeworks"
|
||||
building_type_leclerc_dyeworks_01_desc:1 "Famed throughout the world, Leclerc White is one of the most sought-after dyes, known for its pure white colour. Only made in France, it is produced by scraping off titanium rust from Leclerc tanks, ancient armoured vehicles that even now remain in the major cities they were ordered to defend."
|
||||
building_leclerc_dyeworks_01:1 "Rust Harvesters"
|
||||
|
|
|
|||
|
|
@ -36,6 +36,10 @@
|
|||
tradition_wine_culture_name:0 "Famed Vintners"
|
||||
tradition_wine_culture_desc:1 "Practice of growing grapes and turning it into wine has been in this culture for generations. Creating long and stretchy vineyards all around the countryside, to create all kinds of wine."
|
||||
|
||||
allows_communal_settlement:1 "Unlocks the #color_white $building_type_communal_settlement_01$#! line of [buildings|E]"
|
||||
culture_parameter_allows_communal_settlement:0 "$allows_communal_settlement$"
|
||||
doctrine_parameter_allows_communal_settlement:0 "$allows_communal_settlement$"
|
||||
|
||||
# MAA Unlocks
|
||||
culture_parameter_unlock_maa_handgonners:0 "Can recruit [GetMaA('handgonners').GetName] as [men_at_arms|E]"
|
||||
culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('cowboys').GetName] as [men_at_arms|E]"
|
||||
|
|
@ -264,3 +264,13 @@
|
|||
chemistry_workshop_4_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_4')|0]#!"
|
||||
city_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
|
||||
city_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
|
||||
|
||||
stationed_peasant_militia_damage_add:0 "[stationed|E] [peasant_militia|E] [damage|E]"
|
||||
stationed_peasant_militia_damage_mult:0 "$stationed_peasant_militia_damage_add$"
|
||||
stationed_peasant_militia_toughness_add:0 "[stationed|E] [peasant_militia|E] [toughness|E]"
|
||||
stationed_peasant_militia_toughness_mult:0 "$stationed_peasant_militia_toughness_add$"
|
||||
|
||||
communal_settlement_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
|
||||
communal_settlement_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
|
||||
communal_settlement_3_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_3')|0]#!"
|
||||
communal_settlement_4_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_4')|0]#!"
|
||||
|
|
@ -13,9 +13,4 @@ bhakti_leviathan_metallurgicals_desc:0 "This character follows one of the wise l
|
|||
bhakti_leviathan_nautiluses: "Nautiluses"
|
||||
bhakti_leviathan_nautiluses_desc:0 "This character follows one of the gods of the blue waters."
|
||||
bhakti_leviathan_aerosaurs: "Aerosaurs"
|
||||
bhakti_leviathan_aerosaurs_desc:0 "This character follows one of the gods of war, flight, desolation, and violence: the most prevalent and classical of the Leviathans."
|
||||
|
||||
stationed_peasant_militia_damage_add:0 "[stationed|E] [peasant_militia|E] [damage|E]"
|
||||
stationed_peasant_militia_damage_mult:0 "$stationed_peasant_militia_damage_add$"
|
||||
stationed_peasant_militia_toughness_add:0 "[stationed|E] [peasant_militia|E] [toughness|E]"
|
||||
stationed_peasant_militia_toughness_mult:0 "$stationed_peasant_militia_toughness_add$"
|
||||
bhakti_leviathan_aerosaurs_desc:0 "This character follows one of the gods of war, flight, desolation, and violence: the most prevalent and classical of the Leviathans."
|
||||
|
|
@ -149,4 +149,6 @@
|
|||
tenet_egalite_name:0 "Egalité"
|
||||
tenet_egalite_desc:0 "There is no such thing as the divine right to rule. One is only a ruler for as long as the Third Estate permits him to be, as the state exists for the people, and is made by the people."
|
||||
tenet_fraternite_name:0 "Fraternité"
|
||||
tenet_fraternite_desc:0 "All people are born the same, and must be taught to view other people as brothers. Division and discord caused nothing less than the end of the world, after all."
|
||||
tenet_fraternite_desc:0 "All people are born the same, and must be taught to view other people as brothers. Division and discord caused nothing less than the end of the world, after all."
|
||||
|
||||
province_is_of_a_communal_settlement_faith_tt:0 "This [county|E] must follow a [faith|E] that allows the Communal Settlement."
|
||||
Loading…
Add table
Add a link
Reference in a new issue