fixes
This commit is contained in:
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7537d1b934
commit
a825507485
20 changed files with 23165 additions and 4341 deletions
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@ -20,6 +20,16 @@ hospices_01 = {
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monthly_income = poor_building_tax_tier_1
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epidemic_resistance = 5
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.01
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_02
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@ -29,6 +39,7 @@ hospices_01 = {
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base = 7
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ai_tier_1_building_modifier = yes
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ai_tier_1_economical_building_preference_modifier = yes
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ai_tier_1_pious_building_preference_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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modifier = {
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@ -96,6 +107,16 @@ hospices_02 = {
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monthly_income = poor_building_tax_tier_2
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epidemic_resistance = 7
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.01
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_03
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ai_value = {
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@ -103,6 +124,7 @@ hospices_02 = {
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -135,12 +157,23 @@ hospices_03 = {
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epidemic_resistance = 10
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.02
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_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_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -173,12 +206,23 @@ hospices_04 = {
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epidemic_resistance = 12
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.02
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_05
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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_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -212,12 +256,23 @@ hospices_05 = {
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epidemic_resistance = 15
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.03
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_06
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ai_value = {
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base = 7
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base = 6
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -251,12 +306,23 @@ hospices_06 = {
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epidemic_resistance = 17
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.03
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_07
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ai_value = {
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base = 7
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base = 5
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -290,12 +356,23 @@ hospices_07 = {
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epidemic_resistance = 20
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.04
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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next_building = hospices_08
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ai_value = {
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base = 7
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base = 4
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -329,11 +406,22 @@ hospices_08 = {
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epidemic_resistance = 25
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}
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character_government_modifier = {
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parameter = government_is_mandala
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monthly_piety = 0.04
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}
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on_complete = {
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#Regular Mandala Boon
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mandala_built_piety_building_effect = yes
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}
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ai_value = {
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base = 7
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base = 3
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ai_general_building_modifier = yes
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directive_to_build_economy_modifier = yes
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ai_economical_building_preference_modifier = yes
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ai_pious_building_preference_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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@ -8,6 +8,341 @@
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# We place these at the top to make them more visible in the building interface.
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###################
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### DRAGON KILN ###
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###################
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dragon_kiln_01 = {
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construction_time = slow_construction_time
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effect_desc = {
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desc = unlocks_building_desc
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desc = dragon_kiln_effect_desc
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}
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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county.holder.culture = { has_cultural_parameter = unlock_dragon_kiln_buildings }
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}
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can_construct_showing_failures_only = {
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custom_tooltip = {
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text = dragon_kiln_terrain_requirement_tt
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OR = {
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terrain = mountains
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terrain = desert_mountains
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terrain = hills
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culture = { has_cultural_parameter = can_build_quarries_everywhere }
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}
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}
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culture = { has_cultural_parameter = unlock_dragon_kiln_buildings }
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_3_cost
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character_modifier = {
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court_grandeur_baseline_add = 4
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character_capital_county_monthly_development_growth_add = 0.2
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_4
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}
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next_building = dragon_kiln_02
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type_icon = "icon_building_dragon_kiln.dds"
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 44
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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dragon_kiln_02 = {
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construction_time = slow_construction_time
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effect_desc = {
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desc = unlocks_building_desc
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desc = dragon_kiln_effect_desc
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}
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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county.holder.culture = { has_innovation = innovation_windmills }
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_4_cost
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character_modifier = {
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court_grandeur_baseline_add = 8
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character_capital_county_monthly_development_growth_add = 0.4
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_5
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}
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next_building = dragon_kiln_03
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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dragon_kiln_03 = {
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construction_time = slow_construction_time
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effect_desc = {
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desc = unlocks_building_desc
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desc = dragon_kiln_effect_desc
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}
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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building_requirement_tribal = no
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county.holder.culture = { has_innovation = innovation_cranes }
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}
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is_enabled = {
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county.holder = { has_title = prev.duchy }
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}
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show_disabled = yes
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cost_gold = expensive_building_tier_5_cost
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character_modifier = {
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#Add a court grandeur bonus
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court_grandeur_baseline_add = 12
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character_capital_county_monthly_development_growth_add = 0.6
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}
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province_modifier = {
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monthly_income = good_building_tax_tier_6
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}
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type = duchy_capital
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flag = duchy_building
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flag = fully_upgraded_duchy_capital_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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# Examination Hall
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examination_hall_01 = {
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construction_time = slow_construction_time
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effect_desc = examination_hall_effects_desc
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can_construct_potential = {
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building_examination_hall_requirement_terrain = yes
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building_requirement_castle_city_church = { LEVEL = 01 }
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}
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is_enabled = {
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scope:holder = {
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government_has_flag = government_has_merit
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}
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}
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show_disabled = yes
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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county = { NOT = { has_county_modifier = backwater_county_modifier } }
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}
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can_construct = {
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scope:holder = {
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highest_held_title_tier >= tier_duchy
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}
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}
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cost_gold = expensive_building_tier_3_cost
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duchy_capital_county_modifier = {
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development_growth_factor = 0.1
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}
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character_modifier = {
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monthly_merit_mult = 0.15
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monthly_influence = 0.5
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monthly_lifestyle_xp_gain_mult = 0.04
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}
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type_icon = "icon_building_examination_hall.dds"
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next_building = examination_hall_02
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 22
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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modifier = {
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factor = 2
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OR = {
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scope:holder.primary_title.tier >= tier_kingdom
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scope:holder.learning >= 18
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}
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}
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modifier = { # Fill all building slots before going for duchy buildings
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factor = 0
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free_building_slots > 0
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}
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modifier = { # Less likely when the AI should build regular buildings first
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factor = 0.1
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scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
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}
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}
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}
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examination_hall_02 = {
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construction_time = slow_construction_time
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effect_desc = examination_hall_effects_desc
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can_construct_potential = {
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building_examination_hall_requirement_terrain = yes
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building_requirement_castle_city_church = { LEVEL = 01 }
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}
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is_enabled = {
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scope:holder = {
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government_has_flag = government_has_merit
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}
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}
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show_disabled = yes
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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county = { NOT = { has_county_modifier = backwater_county_modifier } }
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}
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can_construct = {
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scope:holder = {
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highest_held_title_tier >= tier_duchy
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}
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}
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cost_gold = expensive_building_tier_4_cost
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duchy_capital_county_modifier = {
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development_growth_factor = 0.2
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}
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character_modifier = {
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monthly_merit_mult = 0.15
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monthly_influence = 1
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monthly_lifestyle_xp_gain_mult = 0.08
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}
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next_building = examination_hall_03
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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examination_hall_03 = {
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construction_time = slow_construction_time
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effect_desc = examination_hall_effects_desc
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can_construct_potential = {
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building_examination_hall_requirement_terrain = yes
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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is_enabled = {
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scope:holder = {
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government_has_flag = government_has_merit
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}
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}
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show_disabled = yes
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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county = { NOT = { has_county_modifier = backwater_county_modifier } }
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}
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can_construct = {
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scope:holder = {
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highest_held_title_tier >= tier_duchy
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}
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}
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cost_gold = expensive_building_tier_5_cost
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duchy_capital_county_modifier = {
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development_growth_factor = 0.3
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}
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character_modifier = {
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monthly_merit_mult = 0.15
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monthly_influence = 1.5
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monthly_lifestyle_xp_gain_mult = 0.12
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}
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type = duchy_capital
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flag = duchy_building
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ai_value = {
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base = 20
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modifier = {
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factor = 2
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scope:holder.capital_province = this
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}
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}
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}
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##################
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# Tower of Silence
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##################
|
||||
|
|
@ -63,8 +398,14 @@ tower_of_silence_01 = {
|
|||
epidemic_resistance = 10
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t3_effect = yes
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
# Fill all building slots before going for duchy buildings
|
||||
modifier = {
|
||||
factor = 0
|
||||
|
|
@ -73,11 +414,12 @@ tower_of_silence_01 = {
|
|||
modifier = { # Less likely when the AI should build regular buildings first
|
||||
factor = 0.1
|
||||
scope:holder = { ai_should_focus_on_building_in_their_capital = yes }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
}
|
||||
|
||||
|
|
@ -111,13 +453,23 @@ charnel_grounds_01 = {
|
|||
cost_gold = expensive_building_tier_3_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
development_growth_factor = 0.1
|
||||
county_opinion_add = 5
|
||||
epidemic_resistance = 10
|
||||
epidemic_resistance = 20
|
||||
}
|
||||
character_modifier = {
|
||||
monthly_piety = 0.1
|
||||
monthly_piety = 0.3
|
||||
stress_gain_mult = -0.1
|
||||
clergy_opinion = 5
|
||||
legitimacy_gain_mult = 0.1
|
||||
}
|
||||
province_modifier = {
|
||||
monthly_income = good_building_tax_tier_1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t1_effect = yes
|
||||
}
|
||||
|
||||
next_building = charnel_grounds_02
|
||||
|
|
@ -126,8 +478,11 @@ charnel_grounds_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -165,22 +520,34 @@ charnel_grounds_02 = {
|
|||
cost_gold = expensive_building_tier_4_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
development_growth_factor = 0.2
|
||||
county_opinion_add = 10
|
||||
epidemic_resistance = 15
|
||||
epidemic_resistance = 30
|
||||
}
|
||||
character_modifier = {
|
||||
monthly_piety = 0.2
|
||||
monthly_piety = 0.5
|
||||
stress_gain_mult = -0.15
|
||||
negate_health_penalty_add = 0.05
|
||||
clergy_opinion = 10
|
||||
legitimacy_gain_mult = 0.15
|
||||
}
|
||||
province_modifier = {
|
||||
monthly_income = good_building_tax_tier_2
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t2_effect = yes
|
||||
}
|
||||
|
||||
next_building = charnel_grounds_03
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -214,22 +581,33 @@ charnel_grounds_03 = {
|
|||
cost_gold = expensive_building_tier_5_cost
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
development_growth_factor = 0.3
|
||||
county_opinion_add = 15
|
||||
epidemic_resistance = 20
|
||||
epidemic_resistance = 40
|
||||
}
|
||||
character_modifier = {
|
||||
monthly_piety = 0.3
|
||||
monthly_piety = 1
|
||||
stress_gain_mult = -0.2
|
||||
negate_health_penalty_add = 0.1
|
||||
clergy_opinion = 15
|
||||
legitimacy_gain_mult = 0.2
|
||||
}
|
||||
province_modifier = {
|
||||
monthly_income = good_building_tax_tier_3
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t3_effect = yes
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -249,7 +627,7 @@ burial_site_01 = {
|
|||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
scope:holder = { has_dlc_feature = legends_of_the_dead }
|
||||
has_dlc_feature = legends_of_the_dead
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
|
@ -277,14 +655,22 @@ burial_site_01 = {
|
|||
epidemic_resistance = 20
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t1_effect = yes
|
||||
}
|
||||
|
||||
next_building = burial_site_02
|
||||
|
||||
type_icon = "icon_building_graveyard.dds"
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -306,7 +692,7 @@ burial_site_02 = {
|
|||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
scope:holder = { has_dlc_feature = legends_of_the_dead }
|
||||
has_dlc_feature = legends_of_the_dead
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
|
@ -334,12 +720,20 @@ burial_site_02 = {
|
|||
epidemic_resistance = 30
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t2_effect = yes
|
||||
}
|
||||
|
||||
next_building = burial_site_03
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -353,7 +747,7 @@ burial_site_03 = {
|
|||
can_construct_potential = {
|
||||
building_requirement_castle_city_church = { LEVEL = 01 }
|
||||
building_requirement_tribal = no
|
||||
scope:holder = { has_dlc_feature = legends_of_the_dead }
|
||||
has_dlc_feature = legends_of_the_dead
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
|
|
@ -381,12 +775,19 @@ burial_site_03 = {
|
|||
epidemic_resistance = 40
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t3_effect = yes
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:holder.capital_province = this
|
||||
|
|
@ -445,6 +846,8 @@ royal_garden_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -501,6 +904,8 @@ royal_garden_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -547,6 +952,7 @@ royal_garden_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -597,6 +1003,8 @@ military_academy_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -649,6 +1057,8 @@ military_academy_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -691,6 +1101,7 @@ military_academy_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -747,6 +1158,8 @@ march_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -808,6 +1221,8 @@ march_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -858,6 +1273,7 @@ march_03 = {
|
|||
type = duchy_capital
|
||||
|
||||
flag = raid_protection_2
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -910,6 +1326,8 @@ siege_works_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -967,6 +1385,8 @@ siege_works_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1015,6 +1435,7 @@ siege_works_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -1091,6 +1512,8 @@ royal_armory_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1171,6 +1594,8 @@ royal_armory_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1240,6 +1665,7 @@ royal_armory_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -1309,6 +1735,8 @@ jousting_lists_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_anti_synergy_armored_infantry_modifier = yes
|
||||
|
|
@ -1407,6 +1835,8 @@ jousting_lists_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1470,6 +1900,7 @@ jousting_lists_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -1544,6 +1975,13 @@ blacksmiths_01 = {
|
|||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
|
||||
}
|
||||
|
||||
province_culture_modifier = {
|
||||
parameter = coking_smith_bonuses
|
||||
stationed_pikemen_damage_mult = normal_maa_damage_tier_1
|
||||
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
|
||||
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_1
|
||||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
|
||||
}
|
||||
|
||||
next_building = blacksmiths_02
|
||||
|
||||
|
|
@ -1551,6 +1989,8 @@ blacksmiths_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_anti_synergy_cavalry_modifier = yes
|
||||
|
|
@ -1630,6 +2070,14 @@ blacksmiths_02 = {
|
|||
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2
|
||||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
|
||||
}
|
||||
|
||||
province_culture_modifier = {
|
||||
parameter = coking_smith_bonuses
|
||||
stationed_pikemen_damage_mult = normal_maa_damage_tier_2
|
||||
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
|
||||
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_2
|
||||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
county.holder = { has_title = prev.duchy }
|
||||
|
|
@ -1653,6 +2101,8 @@ blacksmiths_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1725,9 +2175,18 @@ blacksmiths_03 = {
|
|||
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3
|
||||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3
|
||||
}
|
||||
|
||||
province_culture_modifier = {
|
||||
parameter = coking_smith_bonuses
|
||||
stationed_pikemen_damage_mult = normal_maa_damage_tier_3
|
||||
stationed_pikemen_toughness_mult = normal_maa_toughness_tier_3
|
||||
stationed_heavy_infantry_damage_mult = normal_maa_damage_tier_3
|
||||
stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_3
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -1789,6 +2248,8 @@ archery_ranges_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
ai_anti_synergy_cavalry_modifier = yes
|
||||
|
|
@ -1884,6 +2345,8 @@ archery_ranges_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -1939,6 +2402,7 @@ archery_ranges_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -1982,6 +2446,8 @@ tax_assessor_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -2044,6 +2510,8 @@ tax_assessor_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -2081,6 +2549,7 @@ tax_assessor_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -2133,6 +2602,8 @@ leisure_palace_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 10
|
||||
|
||||
|
|
@ -2200,6 +2671,8 @@ leisure_palace_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -2246,6 +2719,7 @@ leisure_palace_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -2302,6 +2776,8 @@ royal_forest_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -2354,6 +2830,8 @@ royal_forest_02 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
|
||||
ai_value = {
|
||||
base = 20
|
||||
modifier = {
|
||||
|
|
@ -2396,6 +2874,7 @@ royal_forest_03 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
|
||||
ai_value = {
|
||||
|
|
@ -2467,5 +2946,6 @@ great_megalith_01 = {
|
|||
|
||||
type = duchy_capital
|
||||
|
||||
flag = duchy_building
|
||||
flag = fully_upgraded_duchy_capital_building
|
||||
}
|
||||
|
|
|
|||
|
|
@ -67,6 +67,7 @@ legendary_shrine = {
|
|||
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 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
|
|
@ -32,6 +32,11 @@ ramparts_01 = {
|
|||
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
|
||||
travel_danger = -1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_02
|
||||
|
||||
|
|
@ -100,6 +105,11 @@ ramparts_02 = {
|
|||
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
|
||||
travel_danger = -2
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_03
|
||||
|
||||
|
|
@ -171,6 +181,11 @@ ramparts_03 = {
|
|||
stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_3
|
||||
travel_danger = -3
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_04
|
||||
|
||||
|
|
@ -241,6 +256,11 @@ ramparts_04 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_05
|
||||
|
||||
|
|
@ -311,6 +331,11 @@ ramparts_05 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_06
|
||||
|
||||
|
|
@ -381,6 +406,11 @@ ramparts_06 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_07
|
||||
|
||||
|
|
@ -451,6 +481,11 @@ ramparts_07 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = ramparts_08
|
||||
|
||||
|
|
@ -521,6 +556,11 @@ ramparts_08 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 3
|
||||
|
|
@ -561,6 +601,11 @@ curtain_walls_01 = {
|
|||
stationed_heavy_cavalry_toughness_mult = low_maa_toughness_tier_1
|
||||
travel_danger = -1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_02
|
||||
|
||||
|
|
@ -639,6 +684,11 @@ curtain_walls_02 = {
|
|||
county_modifier = {
|
||||
supply_limit = 300
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_03
|
||||
|
||||
|
|
@ -712,6 +762,11 @@ curtain_walls_03 = {
|
|||
county_modifier = {
|
||||
supply_limit = 300
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_04
|
||||
|
||||
|
|
@ -781,6 +836,11 @@ curtain_walls_04 = {
|
|||
county_modifier = {
|
||||
supply_limit = 300
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_05
|
||||
|
||||
|
|
@ -851,6 +911,11 @@ curtain_walls_05 = {
|
|||
county_modifier = {
|
||||
supply_limit = 300
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_06
|
||||
|
||||
|
|
@ -922,6 +987,11 @@ curtain_walls_06 = {
|
|||
supply_limit = 300
|
||||
supply_limit_mult = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_07
|
||||
|
||||
|
|
@ -993,6 +1063,11 @@ curtain_walls_07 = {
|
|||
supply_limit = 300
|
||||
supply_limit_mult = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = curtain_walls_08
|
||||
|
||||
|
|
@ -1064,6 +1139,11 @@ curtain_walls_08 = {
|
|||
supply_limit = 300
|
||||
supply_limit_mult = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 3
|
||||
|
|
@ -1108,6 +1188,11 @@ watchtowers_01 = {
|
|||
stationed_light_cavalry_toughness_mult = low_maa_toughness_tier_1
|
||||
travel_danger = -1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_02
|
||||
|
||||
|
|
@ -1188,6 +1273,11 @@ watchtowers_02 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_03
|
||||
|
||||
|
|
@ -1263,6 +1353,11 @@ watchtowers_03 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_04
|
||||
|
||||
|
|
@ -1335,6 +1430,11 @@ watchtowers_04 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_05
|
||||
|
||||
|
|
@ -1408,6 +1508,11 @@ watchtowers_05 = {
|
|||
county_modifier = {
|
||||
hostile_raid_time = 0.15
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_06
|
||||
|
||||
|
|
@ -1482,6 +1587,11 @@ watchtowers_06 = {
|
|||
hostile_raid_time = 0.15
|
||||
supply_limit_mult = 0.05
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_07
|
||||
|
||||
|
|
@ -1556,6 +1666,11 @@ watchtowers_07 = {
|
|||
hostile_raid_time = 0.15
|
||||
supply_limit_mult = 0.05
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = watchtowers_08
|
||||
|
||||
|
|
@ -1630,6 +1745,11 @@ watchtowers_08 = {
|
|||
hostile_raid_time = 0.2
|
||||
supply_limit_mult = 0.05
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 3
|
||||
|
|
@ -1672,6 +1792,11 @@ hill_forts_01 = {
|
|||
stationed_pikemen_toughness_mult = low_maa_toughness_tier_1
|
||||
travel_danger = -1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_02
|
||||
|
||||
|
|
@ -1743,6 +1868,11 @@ hill_forts_02 = {
|
|||
monthly_county_control_growth_factor = 0.1
|
||||
monthly_county_control_decline_factor = -0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_03
|
||||
|
||||
|
|
@ -1809,6 +1939,11 @@ hill_forts_03 = {
|
|||
monthly_county_control_growth_factor = 0.1
|
||||
monthly_county_control_decline_factor = -0.1
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_04
|
||||
|
||||
|
|
@ -1872,6 +2007,11 @@ hill_forts_04 = {
|
|||
monthly_county_control_decline_factor = -0.1
|
||||
levy_size = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_05
|
||||
|
||||
|
|
@ -1935,6 +2075,11 @@ hill_forts_05 = {
|
|||
monthly_county_control_decline_factor = -0.15
|
||||
levy_size = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_06
|
||||
|
||||
|
|
@ -1998,6 +2143,11 @@ hill_forts_06 = {
|
|||
monthly_county_control_decline_factor = -0.15
|
||||
levy_size = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_07
|
||||
|
||||
|
|
@ -2061,6 +2211,11 @@ hill_forts_07 = {
|
|||
monthly_county_control_decline_factor = -0.15
|
||||
levy_size = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
next_building = hill_forts_08
|
||||
|
||||
|
|
@ -2124,6 +2279,11 @@ hill_forts_08 = {
|
|||
monthly_county_control_decline_factor = -0.2
|
||||
levy_size = 0.02
|
||||
}
|
||||
|
||||
on_complete = {
|
||||
#Mandala Creator Aspect
|
||||
creator_mandala_built_regular_building_piety_effect = yes
|
||||
}
|
||||
|
||||
ai_value = {
|
||||
base = 3
|
||||
|
|
|
|||
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
389
N3OW/common/buildings/99_ach_buildings.txt
Normal file
389
N3OW/common/buildings/99_ach_buildings.txt
Normal file
|
|
@ -0,0 +1,389 @@
|
|||
oath_warriors_building_01 = {
|
||||
construction_time = standard_construction_time
|
||||
|
||||
can_construct_potential = {
|
||||
scope:holder = {
|
||||
has_variable = provide_for_the_warriors_oath
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_1_cost
|
||||
prestige = 125
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 1
|
||||
knight_effectiveness_mult = 0.1
|
||||
}
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
}
|
||||
|
||||
next_building = oath_warriors_building_02
|
||||
|
||||
type_icon = "oath_warriors_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 1000
|
||||
modifier = {
|
||||
factor = 0
|
||||
scope:holder = {
|
||||
any_directly_owned_province = {
|
||||
count >= 3
|
||||
has_building_or_higher = oath_warriors_building_01
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
oath_warriors_building_02 = {
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_2_cost
|
||||
prestige = 250
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 1
|
||||
knight_effectiveness_mult = 0.1
|
||||
men_at_arms_maintenance = -0.01
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.15
|
||||
stationed_maa_toughness_mult = 0.07
|
||||
}
|
||||
|
||||
next_building = oath_warriors_building_03
|
||||
type_icon = "oath_warriors_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 1000
|
||||
}
|
||||
}
|
||||
|
||||
oath_warriors_building_03 = {
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_3_cost
|
||||
prestige = 375
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
knight_limit = 1
|
||||
knight_effectiveness_mult = 0.1
|
||||
men_at_arms_maintenance = -0.03
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.2
|
||||
stationed_maa_toughness_mult = 0.1
|
||||
stationed_maa_siege_value_add = 0.1
|
||||
}
|
||||
|
||||
type_icon = "oath_warriors_building.dds"
|
||||
next_building = oath_warriors_building_04
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_warriors_building_04 = {
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
custom_tooltip = {
|
||||
text = oath_warriors_building_04_tooltip
|
||||
has_province_modifier = oath_provide_for_the_warriors_province
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_4_cost
|
||||
prestige = 500
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.3
|
||||
stationed_maa_toughness_mult = 0.2
|
||||
stationed_maa_siege_value_add = 0.2
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
men_at_arms_maintenance = -0.05
|
||||
knight_limit = 1
|
||||
knight_effectiveness_mult = 0.15
|
||||
}
|
||||
|
||||
type_icon = "oath_warriors_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_faithful_building_01 = {
|
||||
|
||||
can_construct_potential = {
|
||||
scope:holder = {
|
||||
has_variable = provide_for_the_faithful_oath
|
||||
}
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_1_cost
|
||||
piety = 100
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
monthly_piety_gain_mult = 0.025
|
||||
}
|
||||
|
||||
province_modifier ={
|
||||
monthly_income = poor_building_tax_tier_1
|
||||
}
|
||||
|
||||
next_building = oath_faithful_building_02
|
||||
|
||||
type_icon = "oath_faithful_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 1000
|
||||
modifier = {
|
||||
factor = 0
|
||||
scope:holder = {
|
||||
any_directly_owned_province = {
|
||||
count >= 3
|
||||
has_building_or_higher = oath_faithful_building_01
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
oath_faithful_building_02 = {
|
||||
|
||||
is_enabled = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_2_cost
|
||||
piety = 200
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
monthly_piety_gain_mult = 0.05
|
||||
}
|
||||
|
||||
province_modifier ={
|
||||
monthly_income = poor_building_tax_tier_2
|
||||
epidemic_resistance = 4
|
||||
}
|
||||
|
||||
next_building = oath_faithful_building_03
|
||||
|
||||
type_icon = "oath_faithful_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_faithful_building_03 = {
|
||||
|
||||
is_enabled = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
next_building = oath_faithful_building_04
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_3_cost
|
||||
piety = 300
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
monthly_piety_gain_mult = 0.075
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = poor_building_tax_tier_3
|
||||
epidemic_resistance = 8
|
||||
}
|
||||
|
||||
type_icon = "oath_faithful_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_faithful_building_04 = {
|
||||
|
||||
is_enabled = {
|
||||
faith = scope:holder.faith
|
||||
}
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
faith = scope:holder.faith
|
||||
custom_tooltip = {
|
||||
text = oath_faithful_building_04_tooltip
|
||||
has_province_modifier = oath_provide_for_the_faithful_province
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_4_cost
|
||||
piety = 400
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
character_modifier = {
|
||||
monthly_piety_gain_mult = 0.1
|
||||
monthly_piety = 0.1
|
||||
clergy_opinion = 4
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
monthly_income = poor_building_tax_tier_4
|
||||
epidemic_resistance = 12
|
||||
}
|
||||
|
||||
type_icon = "oath_faithful_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_poor_building_01 = {
|
||||
|
||||
can_construct_potential = {
|
||||
scope:holder = {
|
||||
has_variable = provide_for_the_poor_oath
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_1_cost
|
||||
prestige = 125
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
county_modifier = {
|
||||
tax_mult = -0.05
|
||||
development_growth = 0.05
|
||||
county_opinion_add = 10
|
||||
}
|
||||
|
||||
next_building = oath_poor_building_02
|
||||
|
||||
type_icon = "oath_poor_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 1000
|
||||
}
|
||||
}
|
||||
|
||||
oath_poor_building_02 = {
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_2_cost
|
||||
prestige = 250
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
county_modifier = {
|
||||
tax_mult = -0.1
|
||||
development_growth_factor = 0.05
|
||||
development_growth = 0.1
|
||||
county_opinion_add = 15
|
||||
}
|
||||
|
||||
next_building = oath_poor_building_03
|
||||
|
||||
type_icon = "oath_poor_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_poor_building_03 = {
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_3_cost
|
||||
prestige = 375
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
county_modifier = {
|
||||
tax_mult = -0.2
|
||||
development_growth_factor = 0.15
|
||||
development_growth = 0.2
|
||||
county_opinion_add = 20
|
||||
}
|
||||
|
||||
next_building = oath_poor_building_04
|
||||
|
||||
type_icon = "oath_poor_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
||||
oath_poor_building_04 = {
|
||||
|
||||
can_construct_showing_failures_only = {
|
||||
custom_tooltip = {
|
||||
text = oath_poor_building_04_tooltip
|
||||
has_province_modifier = oath_provide_for_the_poor_province
|
||||
}
|
||||
}
|
||||
|
||||
cost = {
|
||||
gold = cheap_building_tier_4_cost
|
||||
prestige = 500
|
||||
}
|
||||
construction_time = standard_construction_time
|
||||
|
||||
county_modifier = {
|
||||
tax_mult = -0.3
|
||||
development_growth_factor = 0.2
|
||||
development_growth = 0.3
|
||||
county_opinion_add = 30
|
||||
}
|
||||
|
||||
type_icon = "oath_poor_building.dds"
|
||||
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
}
|
||||
|
|
@ -51,6 +51,7 @@ walls_01_tribal = {
|
|||
has_building_or_higher = "hill_forts_01"
|
||||
has_building_or_higher = "ramparts_01"
|
||||
has_building_or_higher = "watchtowers_01"
|
||||
has_building_or_higher = "temple_citadel_01"
|
||||
has_building_or_higher = "theodosian_walls_01"
|
||||
has_building_or_higher = "walls_of_benin_01"
|
||||
has_building_or_higher = "walls_of_genoa_01"
|
||||
|
|
@ -66,6 +67,7 @@ walls_01_tribal = {
|
|||
# Here the Fort Level building chains take control of the visuals
|
||||
walls_01 = {
|
||||
is_graphical_background = yes
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
names = {
|
||||
|
|
@ -74,6 +76,7 @@ walls_01 = {
|
|||
}
|
||||
graphical_regions = { graphical_western graphical_mediterranean graphical_india }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
names = {
|
||||
|
|
@ -83,6 +86,7 @@ walls_01 = {
|
|||
}
|
||||
graphical_regions = { graphical_mena graphical_steppe }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = the_northern_lords
|
||||
|
|
@ -121,6 +125,47 @@ walls_01 = {
|
|||
"fp3_building_persian_walls_01_a_01_mesh"
|
||||
}
|
||||
}
|
||||
|
||||
# TGP Southeast Asia
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { southeast_asian_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_india }
|
||||
names = {
|
||||
"tgp_building_se_asia_wall_01_mesh"
|
||||
}
|
||||
}
|
||||
# TGP China
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { chinese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_01_mesh"
|
||||
}
|
||||
}
|
||||
# TGP Japan
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { japanese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_japanese_wall_01_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { steppe_building_gfx }
|
||||
governments = { steppe_admin_government celestial_government meritocratic_government }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_01_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = khans_of_the_steppe
|
||||
|
|
@ -130,7 +175,6 @@ walls_01 = {
|
|||
names = {
|
||||
"mpo_mongol_wall_01_mesh"
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
|
|
@ -141,6 +185,7 @@ 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 = "temple_citadel_01"
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_nomadic
|
||||
root = { fort_level = 1 }
|
||||
|
|
@ -153,6 +198,7 @@ walls_01 = {
|
|||
has_building_or_higher = "hill_forts_02"
|
||||
has_building_or_higher = "ramparts_02"
|
||||
has_building_or_higher = "watchtowers_02"
|
||||
has_building_or_higher = "temple_citadel_02"
|
||||
has_building_or_higher = "theodosian_walls_01"
|
||||
has_building_or_higher = "walls_of_benin_01"
|
||||
has_building_or_higher = "walls_of_genoa_01"
|
||||
|
|
@ -232,7 +278,46 @@ walls_02 = {
|
|||
"ep3_byzantine_walls_02_mesh"
|
||||
}
|
||||
}
|
||||
|
||||
# TGP Southeast Asia
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { southeast_asian_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_india }
|
||||
names = {
|
||||
"tgp_building_se_asia_wall_02_mesh"
|
||||
}
|
||||
}
|
||||
# TGP China
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { chinese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_02_mesh"
|
||||
}
|
||||
}
|
||||
# TGP Japan
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { japanese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_japanese_wall_02_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
governments = { steppe_admin_government celestial_government meritocratic_government }
|
||||
graphical_cultures = { steppe_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_02_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = khans_of_the_steppe
|
||||
|
|
@ -252,6 +337,7 @@ 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 = "temple_citadel_02"
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_nomadic
|
||||
root = { fort_level = 2 }
|
||||
|
|
@ -263,6 +349,7 @@ walls_02 = {
|
|||
has_building_or_higher = "hill_forts_03"
|
||||
has_building_or_higher = "ramparts_03"
|
||||
has_building_or_higher = "watchtowers_03"
|
||||
has_building_or_higher = "temple_citadel_03"
|
||||
has_building_or_higher = "theodosian_walls_01"
|
||||
has_building_or_higher = "walls_of_benin_01"
|
||||
has_building_or_higher = "walls_of_genoa_01"
|
||||
|
|
@ -341,6 +428,46 @@ walls_03 = {
|
|||
"ep3_byzantine_walls_03_mesh"
|
||||
}
|
||||
}
|
||||
# TGP Southeast Asia
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { southeast_asian_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_india }
|
||||
names = {
|
||||
"tgp_building_se_asia_wall_03_mesh"
|
||||
}
|
||||
}
|
||||
# TGP China
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { chinese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_03_mesh"
|
||||
}
|
||||
}
|
||||
# TGP Japan
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { japanese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_japanese_wall_03_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { steppe_building_gfx }
|
||||
governments = { steppe_admin_government celestial_government meritocratic_government }
|
||||
graphical_regions = { graphical_east_asia }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_03_mesh"
|
||||
}
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
|
|
@ -363,6 +490,7 @@ 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 = "temple_citadel_03"
|
||||
has_building_or_higher = "walls_of_benin_01"
|
||||
has_building_or_higher = "walls_of_genoa_01"
|
||||
has_building_or_higher = "aurelian_walls_01"
|
||||
|
|
@ -377,6 +505,7 @@ walls_03 = {
|
|||
has_building_or_higher = "hill_forts_06"
|
||||
has_building_or_higher = "ramparts_06"
|
||||
has_building_or_higher = "watchtowers_06"
|
||||
has_building_or_higher = "temple_citadel_04"
|
||||
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"
|
||||
|
|
@ -452,7 +581,46 @@ walls_04 = {
|
|||
"ep3_byzantine_walls_04_mesh"
|
||||
}
|
||||
}
|
||||
|
||||
# TGP Southeast Asia
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { southeast_asian_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_india }
|
||||
names = {
|
||||
"tgp_building_se_asia_wall_04_mesh"
|
||||
}
|
||||
}
|
||||
# TGP China
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { chinese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_04_mesh"
|
||||
}
|
||||
}
|
||||
# TGP Japan
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { japanese_building_gfx }
|
||||
graphical_regions = { graphical_east_asia graphical_steppe }
|
||||
names = {
|
||||
"tgp_building_japanese_wall_04_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = all_under_heaven
|
||||
graphical_cultures = { steppe_building_gfx }
|
||||
governments = { steppe_admin_government celestial_government meritocratic_government }
|
||||
graphical_regions = { graphical_east_asia }
|
||||
names = {
|
||||
"tgp_building_chinese_wall_04_mesh"
|
||||
}
|
||||
}
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
requires_dlc_flag = khans_of_the_steppe
|
||||
|
|
@ -474,6 +642,7 @@ walls_04 = {
|
|||
has_building_or_higher = "hill_forts_06"
|
||||
has_building_or_higher = "ramparts_06"
|
||||
has_building_or_higher = "watchtowers_06"
|
||||
has_building_or_higher = "temple_citadel_04"
|
||||
has_building_or_higher = "theodosian_walls_01"
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_nomadic
|
||||
|
|
|
|||
|
|
@ -1,76 +1,152 @@
|
|||
You can define
|
||||
You can define
|
||||
|
||||
== Structure ==
|
||||
|
||||
name_of_the_building = {
|
||||
|
||||
# How many levies does the building give
|
||||
|
||||
# How many levies does the building give ( int or named value )
|
||||
# default = 0
|
||||
#
|
||||
levy = 200
|
||||
|
||||
# How much garrison does the building give
|
||||
|
||||
# How much garrison does the building give ( int or named value )
|
||||
# default = 0
|
||||
#
|
||||
max_garrison = 100
|
||||
|
||||
# How much garrison regains a percentage of its maximal garrison equal to the garrison reinforcement rate
|
||||
# Garrison monthly refill rate ( fixed point or named value ) in the inverval of [0..1]
|
||||
# Every month garrison increased by this fraction of max garrison
|
||||
# default = 0
|
||||
#
|
||||
garrison_reinforcement_factor = 0.01
|
||||
|
||||
# How long does it take to construct the building
|
||||
|
||||
# Number of days it takes to construct this building ( int or named value )
|
||||
# default = 0
|
||||
#
|
||||
construction_time = 720
|
||||
|
||||
|
||||
type = regular/special/duchy_capital # Specifies whether this is a regular building, a special building, or a duchy capital building. Regular by default
|
||||
|
||||
|
||||
# Which asset does the building use
|
||||
#
|
||||
asset = {
|
||||
# 'pdxmesh' or 'entity', specifies wheter to use a mesh or an entity. Meshes are more performant and should be preferred.
|
||||
type = pdxmesh
|
||||
# The name of the mesh or the entity
|
||||
|
||||
# specifies wheter to use a mesh or an entity. Meshes are more performant and should be preferred.
|
||||
#
|
||||
type = pdxmesh/entity
|
||||
|
||||
# The name of the mesh or the entity ( string )
|
||||
# Can have multiple entries, combined with 'names'
|
||||
# Note that they must all be entities, or all be meshes
|
||||
#
|
||||
name = "western_castle_01_level_03_mesh"
|
||||
# To randomize between multiple meshes/entities. Note that they must all be entities, or all be meshes:
|
||||
name = "western_castle_01_level_04_mesh"
|
||||
|
||||
# Names of meshes or entities ( array of strings )
|
||||
# To randomize between multiple meshes/entities
|
||||
# Note that they must all be entities, or all be meshes
|
||||
# Combined with 'name'
|
||||
#
|
||||
names = { "western_castle_01_level_03a_mesh" "western_castle_01_level_03b_mesh" "western_castle_01_level_03c_mesh" }
|
||||
# Path to illustration shown in the county view, texture can be accessed in GUI: "[Holding.GetIllustration]"
|
||||
|
||||
# Path to illustration shown in the county view ( string )
|
||||
# Texture can be accessed in GUI: "[Holding.GetIllustration]"
|
||||
#
|
||||
illustration = "path/to/image.dds"
|
||||
# Associated sound effect and an optional parameter, can also be just soundeffect = "event:..." if no parameter is needed
|
||||
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Generic/sfx_amb_3d_holdings_generic_castle" soundparameter = { "Tier" = 2.0 } }
|
||||
# Graphical cultures that prefer this asset to be shown
|
||||
graphical_cultures = { arabicgfx muslimgfx }
|
||||
# Graphical faiths that prefer this asset to be shown (priority is faith > religion > family, so Catholic graphical_faith overrides Abrahamic graphical_faith)
|
||||
graphical_faiths = { catholic_gfx orthodox_gfx }
|
||||
# Graphical regions in which this asset is preferred, this is the most important criterion when selecting the asset, with the exception of government and province
|
||||
graphical_regions = { western mena }
|
||||
# Province IDs in which this asset is preferred. Has a higher priority than graphical region.
|
||||
provinces = { 496 1000 }
|
||||
|
||||
# Associated sound effect and an optional parameter
|
||||
# Can also be just soundeffect = "event:..." if no parameter is needed
|
||||
# Can have multiple sound effects
|
||||
#
|
||||
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Generic/sfx_amb_3d_holdings_generic_castle_01" soundparameter = { "Tier" = 2.0 } }
|
||||
|
||||
# Governments that prefer this asset to be shown
|
||||
governments = { tribal_government }
|
||||
|
||||
# Province IDs in which this asset is preferred ( array of int )
|
||||
# Has a higher priority than graphical region
|
||||
#
|
||||
provinces = { 496 1000 }
|
||||
|
||||
# Graphical regions in which this asset is preferred ( array of strings )
|
||||
# This is the most important criterion when selecting the asset, with the exception of government and province
|
||||
# Should match entries in geographical regions database
|
||||
#
|
||||
graphical_regions = { graphical_mena graphical_mediterranean }
|
||||
|
||||
# Graphical cultures that prefer this asset to be shown ( array of flags )
|
||||
# Should match 'building_gfx' in cultures database
|
||||
#
|
||||
graphical_cultures = { western_building_gfx mediterranean_building_gfx }
|
||||
|
||||
# Graphical faiths that prefer this asset to be shown ( array of strings )
|
||||
# Priority is faith > religion > family, so Catholic graphical_faith overrides Abrahamic graphical_faith
|
||||
# Should match 'graphical_faith' in religion database
|
||||
#
|
||||
graphical_faiths = { catholic_gfx orthodox_gfx }
|
||||
|
||||
# Required DLC flag ( dlc flag )
|
||||
# Assets marked with a DLC flag require matching DLC to be enabled
|
||||
#
|
||||
requires_dlc_flag = the_northern_lords
|
||||
}
|
||||
|
||||
# Is the building enabled? Else won't give any effects to holder, and not be constructible (see can_construct* below).
|
||||
|
||||
# Trigger: is the building enabled?
|
||||
# Else won't give any effects to holder, and not be constructible ( see can_construct* below ).
|
||||
# If is_graphical_background = yes, this controls whether the building can be shown in the province.
|
||||
# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
|
||||
# Scopes:
|
||||
# root ( province ) province where building is located
|
||||
# scope:holder ( character ) holder of the barony title
|
||||
# scope:county ( title ) is the county title the province belongs to
|
||||
#
|
||||
is_enabled = {}
|
||||
|
||||
# Can the building be constructed.
|
||||
# Use this instead of is_enabled if you want to allow rulers to "use" the building after getting the holding, but to disallow that they construct it.
|
||||
# can_construct_potential controls whether the building appears in the build menu. For upgrades it is identical to can_construct_showing_failures_only.
|
||||
# Note that is_enabled (see above) is added to can_construct_potential.
|
||||
|
||||
# Trigger: can the building be repaired?
|
||||
# Only Great Buildings can be ruined and repaired
|
||||
# Scopes:
|
||||
# root ( province ) province where building is located
|
||||
# scope:holder ( character ) holder of the barony title
|
||||
# scope:county ( title ) is the county title the province belongs to
|
||||
#
|
||||
can_rebuild = {}
|
||||
|
||||
# Triggers can the building be constructed?
|
||||
# Use this instead of is_enabled if you want to allow rulers to "use" the building
|
||||
# after getting the holding, but to disallow that they construct it.
|
||||
# Note that is_enabled (see above) is always called together with can_construct_potential.
|
||||
# To be able to construct a building all 3 triggers must evaluate to true
|
||||
# Not used if is_graphical_background = yes
|
||||
# scopes: root is the province; scope:holder is the holder of the province; county is the county title the province belongs to
|
||||
can_construct_potential = {}
|
||||
can_construct_showing_failures_only = {}
|
||||
can_construct = {}
|
||||
show_disabled = yes/no # if set to yes, the building will show in the build menu even if disabled (will still use can_construct_potential). No by default
|
||||
|
||||
# How much cost does the building cost
|
||||
#
|
||||
can_construct_potential = {} # Whether the building even appears in the build menu
|
||||
# For upgrades it is identical to can_construct_showing_failures_only.
|
||||
can_construct_showing_failures_only = {} # Trigger will show only failuers. Use for temporary effects player can overcome
|
||||
can_construct = {} # Trigger will show both filled and missing requirements
|
||||
|
||||
# Shall disabled building still show in the build menu. Will still use can_construct_potential ( bool )
|
||||
# default: no
|
||||
#
|
||||
show_disabled = yes/no # if set to yes,
|
||||
|
||||
# How much cost does the building cost ( scripted cost )
|
||||
#
|
||||
cost = { gold = 500 ... }
|
||||
|
||||
# The next building in chain unlocked by this building
|
||||
|
||||
# The next upgrade for this building chain
|
||||
#
|
||||
next_building = castle_02
|
||||
|
||||
# Custom description for effects indirectly provided by building.
|
||||
# The scope root refers to the buildings province.
|
||||
effect_desc = <loc key>
|
||||
|
||||
# Custom description for effects indirectly provided by building ( dynamic description )
|
||||
# No scope is provided
|
||||
#
|
||||
effect_desc = dynamic_description
|
||||
|
||||
# A modifier applied to the owner of the holding
|
||||
#
|
||||
character_modifier = {
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# Applied if the character's culture has the parameter
|
||||
character_culture_modifier = {
|
||||
parameter = culture param
|
||||
|
|
@ -80,54 +156,122 @@ name_of_the_building = {
|
|||
parameter = faith param
|
||||
}
|
||||
|
||||
# A modifier applied if the holder's dynasty of the county has a specific perk
|
||||
# A modifier applied to the owner of the province if the dynasty of the county holder has a specific perk
|
||||
#
|
||||
characer_dynasty_modifier = {
|
||||
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
|
||||
# The effect
|
||||
monthly_prestige_gain_mult = 0.2
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
|
||||
# A modifier applied to the province
|
||||
#
|
||||
province_modifier = {
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the province only if province's county culture has this parameter
|
||||
#
|
||||
province_culture_modifier = {
|
||||
parameter = culture param
|
||||
parameter = culture_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the province only if province's county faith has this parameter
|
||||
#
|
||||
province_faith_modifier = {
|
||||
parameter = faith param
|
||||
parameter = faith_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the province only if it matches all listed criteria
|
||||
# culture parameter (optional), terrain type, coastal or riverside
|
||||
province_terrain_modifier = {
|
||||
parameter = required culture param (optional)
|
||||
terrain = required province terrain (optional, default is all terrain types)
|
||||
is_coastal = whether this modifier is applied on coastal or non-coastal provinces (optional, default is both coastal and non-coastal)
|
||||
is_riverside = whether this modifier is only applied on provinces that are next to a big river or not (optional, default is both riverside and not)
|
||||
|
||||
parameter = culture_param # (optional)
|
||||
|
||||
terrain =terrain_type # From terrain database (optional, if empty - any terrait)
|
||||
|
||||
is_coastal = yes/no # Apply modifier on coastal, non-coastal, or any province
|
||||
# (optional, default is both coastal and non-coastal)
|
||||
|
||||
is_riverside = yes/no # Apply modifier on provinces only next to a big river or not next to a riger province
|
||||
# (optional, default is both riverside and not)
|
||||
}
|
||||
|
||||
# A modifier applied if the holder's dynasty of the county has a specific perk
|
||||
# A modifier applied to the province if the dynasty of the county holder has a specific perk
|
||||
#
|
||||
province_dynasty_modifier = {
|
||||
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
|
||||
# The effect
|
||||
monthly_income = 0.2
|
||||
county_holder_dynasty_perk = fp2_urbanism_legacy_1
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the county
|
||||
# A modifier applied to the entire county
|
||||
# All provinces in the county can stack the same county modifier together
|
||||
#
|
||||
county_modifier = {
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the county only if county culture has this parameter
|
||||
#
|
||||
county_culture_modifier = {
|
||||
parameter = culture param
|
||||
parameter = culture_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the county only if province's county faith has this parameter
|
||||
#
|
||||
county_faith_modifier = {
|
||||
parameter = faith param
|
||||
parameter = faith_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to every de jure county in the duchy (if the county has the same de facto liege as this building's county). Can only be used (and only works) for duchy capital buildings.
|
||||
|
||||
# A modifier applied to every de jure county in the duchy. Can only be used (and only works) for duchy capital buildings
|
||||
#
|
||||
duchy_capital_county_modifier = {
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the entire county if any situation the county is involved in has the specified parameter in its current phase.
|
||||
# All provinces in the county can stack the same county modifier together
|
||||
county_situation_modifier = {
|
||||
parameter = situation_parameter
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the province if any situation the county is involved in has the specified parameter in its current phase.
|
||||
province_situation_modifier = {
|
||||
parameter = situation_parameter
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the owner of the holding if any situation the county is involved in has the specified parameter in its current phase.
|
||||
character_situation_modifier = {
|
||||
parameter = situation_parameter
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to every de jure county in the duchy if any situation the county is involved in has the specified parameter in its current phase.
|
||||
# Can only be used (and only works) for duchy capital buildings.
|
||||
duchy_capital_county_situation_modifier = {
|
||||
parameter = situation_parameter
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to every de jure county in the duchy if county culture has specified parameter
|
||||
# Can only be used (and only works) for duchy capital buildings
|
||||
#
|
||||
duchy_capital_county_culture_modifier = {
|
||||
parameter = culture param
|
||||
parameter = culture_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to every de jure county in the duchy if county faith has specified parameter
|
||||
# Can only be used (and only works) for duchy capital buildings
|
||||
#
|
||||
duchy_capital_county_faith_modifier = {
|
||||
parameter = faith param
|
||||
parameter = faith_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A special modifier applied to every holding of specified type in the county
|
||||
|
|
@ -136,45 +280,124 @@ name_of_the_building = {
|
|||
income_mult = 1
|
||||
}
|
||||
|
||||
# A modifier applied if the holder's dynasty of the county has a specific perk
|
||||
# A modifier applied to the county if the dynasty of the county holder has a specific perk
|
||||
#
|
||||
county_dynasty_modifier = {
|
||||
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # The name of the perk
|
||||
# The effect
|
||||
development_growth_factor = 0.2
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the county holder
|
||||
#
|
||||
county_holder_character_modifier = {
|
||||
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# Building flags
|
||||
|
||||
# A modifier applied to the province if the county holder's government has the specified parameter
|
||||
#
|
||||
province_government_modifier = {
|
||||
parameter = government_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
# A modifier applied to the county holder if their government has the specified parameter
|
||||
#
|
||||
character_government_modifier = {
|
||||
parameter = government_param
|
||||
modifier_name = modifier_value
|
||||
}
|
||||
|
||||
## fallback: modifier collection
|
||||
# Use this field to define an alternative set of modifiers that will be applied if the building is disabled.
|
||||
# supported modifiers:
|
||||
# - character_modifier
|
||||
# - character_culture_modifier
|
||||
# - character_faith_modifier
|
||||
# - characer_dynasty_modifier
|
||||
# - province_modifier
|
||||
# - province_culture_modifier
|
||||
# - province_faith_modifier
|
||||
# - province_terrain_modifier
|
||||
# - province_dynasty_modifier
|
||||
# - county_modifier
|
||||
# - county_culture_modifier
|
||||
# - county_faith_modifier
|
||||
# - duchy_capital_county_modifier
|
||||
# - county_situation_modifier
|
||||
# - province_situation_modifier
|
||||
# - character_situation_modifier
|
||||
# - duchy_capital_county_situation_modifier
|
||||
# - duchy_capital_county_culture_modifier
|
||||
# - duchy_capital_county_faith_modifier
|
||||
# - county_holding_modifier
|
||||
# - county_dynasty_modifier
|
||||
# - county_holder_character_modifier
|
||||
# - province_government_modifier
|
||||
# - character_government_modifier
|
||||
#
|
||||
fallback = {
|
||||
character_modifier = {}
|
||||
|
||||
character_dynasty_modifier = {}
|
||||
...
|
||||
}
|
||||
|
||||
# Filename of building type icon in 'BUILDING_TYPE_ICON_PATH' folder ( string )
|
||||
#
|
||||
type_icon = "icon_building_hospice.dds"
|
||||
|
||||
# Building flags that can be checked in triggers. Can have multiple flags
|
||||
#
|
||||
flag = castle
|
||||
|
||||
# Effects applied on building completion
|
||||
# scopes: root refers to the buildings province
|
||||
on_complete = {
|
||||
<effects>
|
||||
}
|
||||
|
||||
# How desirable is the building for the AI
|
||||
# How desirable is the building for the AI ( MTTH )
|
||||
# Shared priorities with domicile buildings if available
|
||||
# See AI selection logic at the bottom of this doc to explain how the AI uses these!
|
||||
# Scopes:
|
||||
# root ( Province ) The province the construction took place in
|
||||
#
|
||||
# scope:character The character that paid for the construction, if available
|
||||
#
|
||||
# scope:holding holding type if this building is primary building for holding type scope.
|
||||
# Like castle is primary building for a castle holding
|
||||
#
|
||||
ai_value = {
|
||||
base = 100
|
||||
}
|
||||
|
||||
# If this is set to yes, the building will be used for figuring out which background asset (walls/no walls etc) should be shown
|
||||
|
||||
# Shall the building be used for figuring out which background map asset (walls/no walls etc) should be shown
|
||||
# AI skips all is_graphical_background = yes buildings
|
||||
#
|
||||
is_graphical_background = no
|
||||
|
||||
### Brief: on_start/on_cancelled/on_complete
|
||||
# Effects that happen when construction of the building
|
||||
# starts/cancels/finishes.
|
||||
#
|
||||
# Supported scopes:
|
||||
# root (Province)
|
||||
# The province the construction took place in.
|
||||
# character
|
||||
The character that paid for the construction, if available
|
||||
### on_start/on_cancelled/on_complete effects
|
||||
# Effects that happen when construction of the building starts/cancels/finishes
|
||||
# Scopes:
|
||||
# root ( Province ) The province the construction took place in
|
||||
#
|
||||
# scope:character The character that paid for the construction, if available
|
||||
#
|
||||
# scope:holding holding type if this building is primary building for holding type scope.
|
||||
# Like castle is primary building for a castle holding
|
||||
#
|
||||
on_start = { ... }
|
||||
on_cancelled = { ... }
|
||||
on_complete = { ... }
|
||||
|
||||
# which great_project_type is going to upgrade this great building
|
||||
# when you're upgrading this great building via great project there will be no construction progress on the building slot itself,
|
||||
# and it's the great project that progresses instead.
|
||||
# use this field to allow the user to start planning the great project that will upgrade the building
|
||||
# and to jump to the UI that shows the current upgrade status.
|
||||
great_project_type = grand_building_project_this_tier
|
||||
}
|
||||
|
||||
AI behavior:
|
||||
|
||||
1. The AI puts all potential buildings (including domicile buildings, but excluding holdings, Great Projects, etc) in a list
|
||||
2. It then computes all potential buildings' ai_value and sorts by it
|
||||
3. Any building that does not score within 20% of the top building in this list are discarded
|
||||
4. It selects a building randomly from the remaining ones
|
||||
5. If it can afford this building it builds it; if not, it starts saving up gold for it
|
||||
|
||||
Warning: a very expensive building with a high ai_value could lock an AI character into saving gold forever! Since it builds no buildings that could improve its ability to earn gold (investments), it might never build any buildings and never improve its economy.
|
||||
|
|
|
|||
|
|
@ -110,8 +110,13 @@ cluny_abbey_01 = {
|
|||
province_modifier = {
|
||||
monthly_income = 1.5
|
||||
}
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t1_effect = yes
|
||||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -119,6 +124,7 @@ cluny_abbey_01 = {
|
|||
}
|
||||
type = special
|
||||
flag = travel_point_of_interest_religious
|
||||
flag = special_university
|
||||
}
|
||||
cluny_abbey_02 = {
|
||||
asset = {
|
||||
|
|
@ -161,8 +167,13 @@ cluny_abbey_02 = {
|
|||
province_modifier = {
|
||||
monthly_income = 3
|
||||
}
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t2_effect = yes
|
||||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -240,8 +251,13 @@ damascus_mosque_01 = {
|
|||
province_modifier = {
|
||||
monthly_income = 2
|
||||
}
|
||||
on_complete = {
|
||||
#Regular Mandala Boon
|
||||
mandala_built_piety_duchy_building_t2_effect = yes
|
||||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -362,6 +378,7 @@ beta_giyorgis_01 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -407,6 +424,7 @@ holy_wisdom_01 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -495,6 +513,7 @@ somapura_university_01 = {
|
|||
}
|
||||
type = special
|
||||
flag = travel_point_of_interest_learning
|
||||
flag = special_university
|
||||
}
|
||||
##########
|
||||
# Duomo Florence
|
||||
|
|
@ -531,6 +550,7 @@ duomo_florence_01 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -574,6 +594,7 @@ duomo_florence_02 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -619,6 +640,7 @@ duomo_florence_03 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -665,6 +687,7 @@ duomo_florence_04 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -701,7 +724,8 @@ konark_temple_01 = {
|
|||
monthly_income = 2
|
||||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
base = 8
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -753,6 +777,7 @@ al_qarawiyyin_university_01 = {
|
|||
}
|
||||
type = special
|
||||
flag = travel_point_of_interest_learning
|
||||
flag = special_university
|
||||
}
|
||||
##########
|
||||
# Kairouan basins
|
||||
|
|
@ -911,6 +936,7 @@ wawel_cathedral_01 = { #Collegiate Church of St. Mary and St. Alexius
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -964,6 +990,7 @@ wawel_cathedral_02 = { #Archcollegiate Church of St. Mary and St. Alexius
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -1017,6 +1044,7 @@ wawel_cathedral_03 = { #Cathedral of St. Mary and St. Alexius - althistory upgra
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
@ -1050,6 +1078,7 @@ vatapi_caves_01 = {
|
|||
}
|
||||
ai_value = {
|
||||
base = 100
|
||||
ai_pious_building_preference_modifier = yes
|
||||
modifier = { # Fill all building slots before going for special buildings
|
||||
factor = 0
|
||||
free_building_slots > 0
|
||||
|
|
|
|||
3326
N3OW/common/buildings/temple_citadel_buildings.txt
Normal file
3326
N3OW/common/buildings/temple_citadel_buildings.txt
Normal file
File diff suppressed because it is too large
Load diff
669
N3OW/common/buildings/tgp_great_project_buildings.txt
Normal file
669
N3OW/common/buildings/tgp_great_project_buildings.txt
Normal file
|
|
@ -0,0 +1,669 @@
|
|||
##################
|
||||
# Mandala Capital (Temple Complex)
|
||||
##################
|
||||
|
||||
# USED IN CODE, DO NOT RENAME OR REMOVE
|
||||
mandala_capital_01 = {
|
||||
|
||||
type_icon = "tgp_icon_building_mandala_capital_tier_01.dds"
|
||||
|
||||
#We only build this through Decision -> Great Projects
|
||||
can_construct_potential = {
|
||||
always = no #This should never show up
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = entity
|
||||
name = "tgp_great_building_mandala_capital_01_entity"
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
#It needs to be your capital
|
||||
scope:county.holder = {
|
||||
government_has_flag = government_is_mandala
|
||||
capital_province = root #The province
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
rebuild_cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = { value = standard_rebuild_value }
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = { value = standard_rebuild_value }
|
||||
}
|
||||
}
|
||||
|
||||
can_rebuild = {
|
||||
scope:county.holder = {
|
||||
custom_tooltip = {
|
||||
text = not_already_full_on_mandala_capitals
|
||||
less_than_max_amount_of_mandala_capitals_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 1
|
||||
court_grandeur_baseline_add = 1 #Most likely you don't have a court yet
|
||||
vassal_limit_max = 1 #Added to the base for Mandala of 3 Max
|
||||
domain_limit_max = 1
|
||||
monthly_county_control_growth_add = 0.1
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
levy_size = 0.15
|
||||
garrison_size = 0.15
|
||||
monthly_income = 0.2
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.1
|
||||
tax_mult = 0.1
|
||||
}
|
||||
|
||||
fallback = {
|
||||
province_modifier = {
|
||||
monthly_income = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
next_building = mandala_capital_02
|
||||
|
||||
type = great_building
|
||||
is_mandala_capital = yes
|
||||
|
||||
flag = mandala_capital_building
|
||||
flag = first_tier_mandala_capital_building
|
||||
|
||||
}
|
||||
|
||||
mandala_capital_02 = {
|
||||
|
||||
type_icon = "tgp_icon_building_mandala_capital_tier_02.dds"
|
||||
|
||||
#We only build this through Decision -> Great Projects
|
||||
can_construct_potential = {
|
||||
scope:holder.capital_province = { has_building_with_flag = first_tier_mandala_capital_building }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = entity
|
||||
name = "tgp_great_building_mandala_capital_02_entity"
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
#It needs to be your capital
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_mandala
|
||||
capital_province = root #The province
|
||||
}
|
||||
}
|
||||
can_rebuild = {
|
||||
scope:county.holder = {
|
||||
custom_tooltip = {
|
||||
text = not_already_full_on_mandala_capitals
|
||||
less_than_max_amount_of_mandala_capitals_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
rebuild_cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.25
|
||||
}
|
||||
}
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.25
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 1
|
||||
court_grandeur_baseline_add = 3
|
||||
vassal_limit_max = 2 #Added to the base for Mandala of 4 Max
|
||||
monthly_county_control_growth_add = 0.15
|
||||
domain_limit_max = 2
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
levy_size = 0.25
|
||||
garrison_size = 0.25
|
||||
monthly_income = 0.4
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.15
|
||||
tax_mult = 0.2
|
||||
}
|
||||
|
||||
fallback = {
|
||||
province_modifier = {
|
||||
monthly_income = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
next_building = mandala_capital_03
|
||||
great_project_type = mandala_capital_02
|
||||
is_mandala_capital = yes
|
||||
|
||||
type = great_building
|
||||
|
||||
flag = mandala_capital_building
|
||||
flag = second_tier_mandala_capital_building
|
||||
|
||||
}
|
||||
|
||||
mandala_capital_03 = {
|
||||
|
||||
type_icon = "tgp_icon_building_mandala_capital_tier_03.dds"
|
||||
|
||||
#We only build this through Decision -> Great Projects
|
||||
can_construct_potential = {
|
||||
scope:holder.capital_province = { has_building_with_flag = second_tier_mandala_capital_building }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = entity
|
||||
name = "tgp_great_building_mandala_capital_03_entity"
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
#It needs to be your capital
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_mandala
|
||||
capital_province = root #The province
|
||||
}
|
||||
}
|
||||
can_rebuild = {
|
||||
scope:county.holder = {
|
||||
custom_tooltip = {
|
||||
text = not_already_full_on_mandala_capitals
|
||||
less_than_max_amount_of_mandala_capitals_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
rebuild_cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 2
|
||||
court_grandeur_baseline_add = 5
|
||||
vassal_limit_max = 8 #Added to the base for Mandala of 10 Max
|
||||
monthly_county_control_growth_add = 0.2
|
||||
diplomatic_range_mult = 0.15
|
||||
domain_limit_max = 3
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
levy_size = 0.35
|
||||
garrison_size = 0.35
|
||||
monthly_income = 0.5
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.2
|
||||
tax_mult = 0.25
|
||||
}
|
||||
|
||||
fallback = {
|
||||
province_modifier = {
|
||||
monthly_income = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
next_building = mandala_capital_04
|
||||
great_project_type = mandala_capital_03
|
||||
is_mandala_capital = yes
|
||||
|
||||
type = great_building
|
||||
|
||||
flag = mandala_capital_building
|
||||
flag = third_tier_mandala_capital_building
|
||||
|
||||
}
|
||||
|
||||
mandala_capital_04 = {
|
||||
|
||||
type_icon = "tgp_icon_building_mandala_capital_tier_04.dds"
|
||||
|
||||
#We only build this through Decision -> Great Projects
|
||||
can_construct_potential = {
|
||||
scope:holder.capital_province = { has_building_with_flag = third_tier_mandala_capital_building }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = entity
|
||||
name = "tgp_great_building_mandala_capital_04_entity"
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
#It needs to be your capital
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_mandala
|
||||
capital_province = root #The province
|
||||
}
|
||||
}
|
||||
can_rebuild = {
|
||||
scope:county.holder = {
|
||||
custom_tooltip = {
|
||||
text = not_already_full_on_mandala_capitals
|
||||
less_than_max_amount_of_mandala_capitals_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
rebuild_cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.75
|
||||
}
|
||||
}
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 1.75
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 3
|
||||
court_grandeur_baseline_add = 7
|
||||
vassal_limit_max = 16 #Added to the base for Mandala of 18 Max
|
||||
monthly_county_control_growth_add = 0.25
|
||||
diplomatic_range_mult = 0.25
|
||||
diplomatic_range_mult = 0.2
|
||||
domain_limit_max = 5
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
levy_size = 0.4
|
||||
garrison_size = 0.5
|
||||
monthly_income = 0.5
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.3
|
||||
tax_mult = 0.3
|
||||
}
|
||||
|
||||
fallback = {
|
||||
province_modifier = {
|
||||
monthly_income = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
next_building = mandala_capital_05
|
||||
great_project_type = mandala_capital_04
|
||||
is_mandala_capital = yes
|
||||
|
||||
type = great_building
|
||||
|
||||
flag = mandala_capital_building
|
||||
flag = fourth_tier_mandala_capital_building
|
||||
|
||||
}
|
||||
|
||||
mandala_capital_05 = {
|
||||
|
||||
type_icon = "tgp_icon_building_mandala_capital_tier_05.dds"
|
||||
|
||||
#We only build this through Decision -> Great Projects
|
||||
can_construct_potential = {
|
||||
scope:holder.capital_province = { has_building_with_flag = fourth_tier_mandala_capital_building }
|
||||
}
|
||||
|
||||
asset = {
|
||||
type = entity
|
||||
name = "tgp_great_building_mandala_capital_05_entity"
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
#It needs to be your capital
|
||||
scope:holder = {
|
||||
government_has_flag = government_is_mandala
|
||||
capital_province = root #The province
|
||||
}
|
||||
}
|
||||
can_rebuild = {
|
||||
scope:county.holder = {
|
||||
custom_tooltip = {
|
||||
text = not_already_full_on_mandala_capitals
|
||||
less_than_max_amount_of_mandala_capitals_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
rebuild_cost = {
|
||||
gold = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
piety = {
|
||||
if = {
|
||||
limit = { is_ai = yes }
|
||||
value = ai_rebuild_value
|
||||
}
|
||||
else = {
|
||||
value = {
|
||||
add = standard_rebuild_value
|
||||
multiply = 2
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
character_modifier = {
|
||||
domain_limit = 4
|
||||
court_grandeur_baseline_add = 10
|
||||
vassal_limit_max = 28 #Added to the base for Mandala of 30 Max
|
||||
monthly_county_control_growth_add = 0.35
|
||||
diplomatic_range_mult = 0.3
|
||||
domain_limit_max = 7
|
||||
}
|
||||
|
||||
province_modifier = {
|
||||
stationed_maa_damage_mult = 0.1
|
||||
monthly_income = 0.75
|
||||
}
|
||||
|
||||
county_modifier = {
|
||||
development_growth = 0.4
|
||||
tax_mult = 0.35
|
||||
levy_size = 0.5
|
||||
garrison_size = 0.5
|
||||
}
|
||||
|
||||
fallback = {
|
||||
province_modifier = {
|
||||
monthly_income = 0.1
|
||||
}
|
||||
}
|
||||
|
||||
great_project_type = mandala_capital_05
|
||||
is_mandala_capital = yes
|
||||
|
||||
type = great_building
|
||||
|
||||
flag = mandala_capital_building
|
||||
flag = final_tier_mandala_capital_building
|
||||
|
||||
}
|
||||
|
||||
# Great Barracks
|
||||
celestial_great_barracks_01 = {
|
||||
effect_desc = {
|
||||
desc = unlocks_building_desc
|
||||
desc = celestial_great_barracks_effect_desc
|
||||
}
|
||||
|
||||
type_icon = "icon_structure_celestial_great_barracks.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
always = no # This building is the result of a great project
|
||||
}
|
||||
|
||||
# Only enabled for military governors - Viable for all admin types though
|
||||
is_enabled = {
|
||||
county.holder = {
|
||||
has_title = prev.duchy
|
||||
custom_tooltip = {
|
||||
text = celestial_great_barracks_enabled_desc
|
||||
OR = {
|
||||
vassal_contract_has_flag = celestial_military_appointment # Only for celestial military governors
|
||||
government_has_flag = government_is_administrative # All regular admin types are eligible
|
||||
is_independent_ruler = yes # The top liege can always use it
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
cost_gold = expensive_building_tier_2_cost
|
||||
|
||||
character_modifier = {
|
||||
monthly_influence_mult = 0.05
|
||||
men_at_arms_title_limit = 1
|
||||
men_at_arms_title_cap = 1
|
||||
men_at_arms_recruitment_cost = -0.1
|
||||
men_at_arms_maintenance = -0.12
|
||||
}
|
||||
|
||||
duchy_capital_county_modifier = {
|
||||
supply_limit_mult = 1
|
||||
garrison_size = 1.5
|
||||
hostile_raid_time = 0.5
|
||||
defender_holding_advantage = 15
|
||||
additional_fort_level = normal_building_fort_level_tier_6
|
||||
travel_danger = -30
|
||||
monthly_county_control_growth_add = 0.2
|
||||
}
|
||||
|
||||
type = duchy_capital
|
||||
}
|
||||
|
||||
# The Great Wall - Qin Era
|
||||
the_great_wall_01 = {
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 1
|
||||
hostile_raid_time = 0.1
|
||||
defender_holding_advantage = 2
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
||||
# The Great Wall - Han Era
|
||||
the_great_wall_02 = {
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 2
|
||||
hostile_raid_time = 0.2
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
defender_holding_advantage = 4
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
||||
# The Great Wall - Northern Wei/Qi/Sui Era (we bundle these together since they overlap somewhat)
|
||||
the_great_wall_03 = {
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 3
|
||||
hostile_raid_time = 0.3
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
defender_holding_advantage = 6
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
||||
# The Great Wall - Ming Era (this is also what you can build in-game)
|
||||
the_great_wall_04 = {
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 5
|
||||
hostile_raid_time = 0.5
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
defender_holding_advantage = 8
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
||||
the_great_wall_shanhai_pass = {
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
name = "tgp_great_wall_04_mesh"
|
||||
}
|
||||
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 5
|
||||
hostile_raid_time = 0.5
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
defender_holding_advantage = 8
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
||||
the_great_wall_liaodong = {
|
||||
asset = {
|
||||
type = pdxmesh
|
||||
name = "tgp_great_wall_05_mesh"
|
||||
}
|
||||
|
||||
type_icon = "icon_structure_the_great_wall.dds"
|
||||
|
||||
can_construct_potential = {
|
||||
}
|
||||
|
||||
is_enabled = {
|
||||
}
|
||||
|
||||
show_disabled = yes
|
||||
|
||||
province_modifier = {
|
||||
fort_level = 5
|
||||
hostile_raid_time = 0.5
|
||||
stationed_maa_toughness_mult = 0.05
|
||||
defender_holding_advantage = 8
|
||||
}
|
||||
|
||||
type = great_building
|
||||
}
|
||||
|
|
@ -42,60 +42,69 @@ feudal_government = {
|
|||
}
|
||||
|
||||
republic_government = {
|
||||
primary_holding = city_holding
|
||||
valid_holdings = { castle_holding }
|
||||
required_county_holdings = { city_holding castle_holding church_holding }
|
||||
|
||||
government_rules = {
|
||||
inherit_from_dynastic_government = no
|
||||
create_cadet_branches = yes
|
||||
legitimacy = yes
|
||||
inherit_from_dynastic_government = no
|
||||
noble_families = yes
|
||||
treasury = yes
|
||||
administrative = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
dynasty_named_realms = no
|
||||
landless_playable = yes
|
||||
replace_gold_cost_by_treasury = yes
|
||||
admin_allows_holding_multiple_primary_tier_titles = yes
|
||||
sticky_government = yes
|
||||
legitimacy = yes
|
||||
administrative = yes
|
||||
use_as_base_on_landed = yes
|
||||
house_aspirations = yes
|
||||
use_as_base_on_rank_up = yes
|
||||
inherit_from_dynastic_government = no
|
||||
sticky_government = yes
|
||||
house_aspirations = yes
|
||||
noble_families = yes
|
||||
admin_allows_holding_multiple_primary_tier_titles = yes
|
||||
treasury = yes
|
||||
replace_gold_cost_by_treasury = yes
|
||||
}
|
||||
|
||||
|
||||
domicile_type = estate
|
||||
main_administrative_tier = county
|
||||
min_appointment_tier = county
|
||||
minimum_provincial_maa_tier = county
|
||||
|
||||
fallback = 2
|
||||
fallback = 3
|
||||
|
||||
primary_holding = city_holding
|
||||
valid_holdings = { castle_holding temple_citadel_holding }
|
||||
required_county_holdings = { city_holding castle_holding church_holding }
|
||||
|
||||
vassal_contract_group = republic_vassal
|
||||
|
||||
character_modifier = {
|
||||
|
||||
# Vassals get Treasury income that is this percentage less than their taxes to their liege
|
||||
monthly_treasury_from_liege_mult = -0.15
|
||||
men_at_arms_maintenance = 0.75
|
||||
men_at_arms_recruitment_cost = 0.75
|
||||
}
|
||||
|
||||
top_liege_character_modifier = {
|
||||
# 85% of vassal income goes to the treasury
|
||||
monthly_treasury_from_vassals = 0.85
|
||||
men_at_arms_maintenance = 0.75
|
||||
men_at_arms_recruitment_cost = 0.75
|
||||
}
|
||||
|
||||
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
|
||||
flags = {
|
||||
government_is_special_republic
|
||||
government_is_special_administrative
|
||||
government_is_administrative
|
||||
|
||||
# These flags only exist for loc and in-game descriptions
|
||||
government_has_influence
|
||||
government_has_treasury
|
||||
government_is_special_administrative
|
||||
government_has_title_men_at_arms
|
||||
government_has_powerful_families
|
||||
government_is_settled
|
||||
government_uses_domain_limit
|
||||
government_has_treasury
|
||||
government_uses_domicile_but_not_adventurer
|
||||
government_uses_domain_limit
|
||||
government_has_house_blocs
|
||||
}
|
||||
|
||||
|
||||
mechanic_type = administrative
|
||||
domicile_type = estate
|
||||
color = hsv{ 0.00 1.00 0.98 }
|
||||
realm_mask_offset = { 0.0 -0.01 }
|
||||
realm_mask_scale = { 1 1 }
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@
|
|||
ramparts_01
|
||||
farm_estates_01
|
||||
cereal_fields_01
|
||||
paddy_fields_01
|
||||
pastures_01
|
||||
peat_quarries_01
|
||||
hill_farms_01
|
||||
|
|
@ -34,16 +35,19 @@
|
|||
caravanserai_01
|
||||
workshops_01
|
||||
wind_furnace_01
|
||||
|
||||
powder_magazine_01
|
||||
common_tradeport_01
|
||||
hall_of_heroes_01
|
||||
special_sicilian_parliament_01
|
||||
special_greenhouse_01
|
||||
qanats_01
|
||||
murex_farm_01
|
||||
|
||||
#NEOW
|
||||
tell_mines_01
|
||||
waterworks_01
|
||||
spice_plantation_01
|
||||
oath_warriors_building_01
|
||||
oath_faithful_building_01
|
||||
oath_poor_building_01
|
||||
monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -56,11 +60,23 @@ tribal_holding = {
|
|||
longhouses_01
|
||||
market_villages_01
|
||||
|
||||
idjang_forts_01
|
||||
wantilan_01
|
||||
kora_kora_yards_01
|
||||
water_temples_01
|
||||
stilted_granaries_01
|
||||
|
||||
hillside_grazing_01
|
||||
warrior_lodges_01
|
||||
horse_pastures_01
|
||||
|
||||
common_tradeport_01 # only for trade_ports_enabled_for_tribals culture parameter
|
||||
|
||||
oath_warriors_building_01
|
||||
oath_faithful_building_01
|
||||
oath_poor_building_01
|
||||
|
||||
monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -71,6 +87,7 @@ city_holding = {
|
|||
outposts_01
|
||||
farm_estates_01
|
||||
cereal_fields_01
|
||||
paddy_fields_01
|
||||
pastures_01
|
||||
peat_quarries_01
|
||||
hill_farms_01
|
||||
|
|
@ -100,11 +117,16 @@ city_holding = {
|
|||
common_tradeport_01
|
||||
qanats_01
|
||||
murex_farm_01
|
||||
waterworks_01
|
||||
spice_plantation_01
|
||||
|
||||
breweries_01
|
||||
|
||||
oath_warriors_building_01
|
||||
oath_faithful_building_01
|
||||
oath_poor_building_01
|
||||
|
||||
#NEOW
|
||||
tell_mines_01
|
||||
monastic_schools_01 # only for the monastic_schools_allowed_in_every_holding_type faith tenet
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
|
|
@ -118,6 +140,7 @@ church_holding = {
|
|||
outposts_01
|
||||
farm_estates_01
|
||||
cereal_fields_01
|
||||
paddy_fields_01
|
||||
pastures_01
|
||||
peat_quarries_01
|
||||
hill_farms_01
|
||||
|
|
@ -148,11 +171,13 @@ church_holding = {
|
|||
common_tradeport_01
|
||||
hall_of_heroes_01
|
||||
qanats_01
|
||||
waterworks_01
|
||||
|
||||
breweries_01
|
||||
|
||||
#NEOW
|
||||
tell_mines_01
|
||||
oath_warriors_building_01
|
||||
oath_faithful_building_01
|
||||
oath_poor_building_01
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
|
|
@ -186,3 +211,56 @@ herder_holding = {
|
|||
county_fertility
|
||||
}
|
||||
}
|
||||
|
||||
temple_citadel_holding = {
|
||||
primary_building = temple_citadel_01
|
||||
buildings = {
|
||||
citadel_shrine_01
|
||||
sacred_pool_01
|
||||
vihara_halls_01
|
||||
waterworks_01
|
||||
spice_plantation_01
|
||||
|
||||
capital_bureau_01
|
||||
|
||||
scriptorium_01
|
||||
monastic_schools_01
|
||||
megalith_01
|
||||
|
||||
hospices_01
|
||||
farm_estates_01
|
||||
cereal_fields_01
|
||||
paddy_fields_01
|
||||
pastures_01
|
||||
peat_quarries_01
|
||||
hill_farms_01
|
||||
logging_camps_01
|
||||
plantations_01
|
||||
quarries_01
|
||||
orchards_01
|
||||
elephant_pens_01
|
||||
regimental_grounds_01
|
||||
barracks_01
|
||||
military_camps_01
|
||||
camel_farms_01
|
||||
stables_01
|
||||
smiths_01
|
||||
hillside_grazing_01
|
||||
warrior_lodges_01
|
||||
horse_pastures_01
|
||||
windmills_01
|
||||
watermills_01
|
||||
caravanserai_01
|
||||
workshops_01
|
||||
wind_furnace_01
|
||||
powder_magazine_01
|
||||
|
||||
common_tradeport_01
|
||||
hall_of_heroes_01
|
||||
qanats_01
|
||||
|
||||
breweries_01
|
||||
}
|
||||
|
||||
can_be_inherited = yes
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue