This commit is contained in:
trashb0at 2024-11-17 18:52:06 -05:00
commit c052ef8775
13 changed files with 24992 additions and 6 deletions

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

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

View file

@ -966,6 +966,145 @@
}
}
tenet_true_will = {
icon = core_tenet_adorcism
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
parameters = {
conquest_cb_enabled = yes
invasion_cb_enabled = yes
}
character_modifier = {
title_creation_cost_mult = -0.5
tyranny_gain_mult = -0.5
direct_vassal_opinion = -15
liege_opinion = -15
}
parameters = {
natural_primitivism_law_cost_increase = yes
next_level_fortification = yes
}
character_modifier = {
tyranny_gain_mult = 1.25
stress_gain_mult = -0.25
stress_loss_mult = 0.25
defender_advantage = 5
controlled_province_advantage = 5
}
province_modifier = {
garrison_size = 0.33
}
traits = {
virtues = {
ambitious
}
sins = {
content
}
}
}
tenet_rule_the_waves = {
icon = core_tenet_rule_the_waves
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
parameters = {
ghw_no_hof_conversion_buffs_active = yes
bonus_holy_war_piety_active = yes
pilgrimage_decision_active = yes
unlock_voluntary_laampdom_faith = yes
trade_ports_give_control_growth = yes
trade_ports_give_levies = yes
can_travel_along_rivers = yes
}
character_modifier = {
embarkation_cost_mult = -0.85
sea_travel_danger = medium_sea_danger_reduction
}
}
tenet_love_under_will = {
icon = core_tenet_love_under_will
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_love_under_will }
multiply = faith_unchanged_doctrine_cost_mult
}
}
character_modifier = {
fertility = 0.25
}
parameters = {
no_unfaithfulness_penalty_active = yes
spouse_piety_loss = yes
}
traits = {
virtues = { lustful }
sins = { chaste }
}
}
tenet_do_what_thou_wilt = {
icon = core_tenet_literalism
is_shown = {
religion_tag = thelema_religion
}
piety_cost = {
value = faith_tenet_cost_low
# Multiplier for keeping same tenet
if = {
limit = { has_doctrine = tenet_do_what_thou_wilt }
multiply = faith_unchanged_doctrine_cost_mult
}
}
traits = {
virtues = { patient }
sins = { impatient }
}
parameters = {
meditation_mechanics_active = yes
has_access_to_runestones = yes
divine_the_stars_active = yes
can_build_pyramids = yes
}
character_modifier = {
naval_movement_speed_mult = 0.25
}
}
tenet_people_of_the_book = {
icon = core_tenet_legalism
is_shown = {

View file

@ -257,9 +257,9 @@
doctrine = special_doctrine_esoteric_witchcraft
#Tenets | WIP
doctrine = tenet_carnal_exaltation
doctrine = tenet_astrology
doctrine = tenet_hedonistic
doctrine = tenet_love_under_will
doctrine = tenet_do_what_thou_wilt
doctrine = tenet_rule_the_waves
holy_order_names = { #placeholder
{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }
@ -334,9 +334,9 @@
doctrine = special_doctrine_esoteric_witchcraft
#Tenets | WIP
doctrine = tenet_carnal_exaltation
doctrine = tenet_astrology
doctrine = tenet_hedonistic
doctrine = tenet_love_under_will
doctrine = tenet_do_what_thou_wilt
doctrine = tenet_true_will
holy_order_names = { #placeholder
{ name = "holy_order_knights_templar" coat_of_arms = "ho_knights_templar" }

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View file

@ -1,8 +1,22 @@
l_english:
#Abrahamic Tenets
tenet_love_under_will_name:0 "Love Under Will"
tenet_do_what_thou_wilt_name:0 "Do what Thou Wilt"
tenet_rule_the_waves_name:0 "Rule The Waves"
tenet_true_will_name:0 "True Will"
tenet_love_under_will_desc:0 "One of the core tenets of Thelema is that of love. To love, and to love freely, is one of the greatest freedoms that man can experience."
tenet_do_what_thou_wilt_desc:0 "Do what thou wilt shall be the whole of the Law" are the words spoken by the prophet Crowley. Thus, all Thelemites are to act according to their True Will, their spiritual destiny."
tenet_rule_the_waves_desc:0 "Our immortal Queen has bestowed upon us the waves of the Earth. As such, it is our divine duty to spread her flag to all corners of the Earth."
tenet_true_will_desc:0 "The Thelemite is beholden to no liege or empire, only himself and the stars."
tenet_catholic_communion_name:0 "Reformed Communion"
tenet_catholic_communion_desc:0 "Our Church has undertaken many reforms throughout its history in order to keep up with the times, from the days of the Reformation to the post-Event era."
doctrine_parameter_next_level_fortification: "The #V Fortification#! lines of [buildings|E] can be built one [era|E] earlier"
doctrine_parameter_trade_ports_give_control_growth:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] will increase #V Control Growth#! in [counties|E] of this [culture|E]"
doctrine_parameter_trade_ports_give_levies:0 "The #V $building_type_common_tradeport_01$#! line of [buildings|E] increase #V Levies#! and #V Size of [men_at_arms|E] [regiments|E]#! in [counties|E] of this [culture|E]"
doctrine_parameter_can_travel_along_rivers:0 "$unlocks_sailable_major_rivers$"
doctrine_parameter_can_build_pyramids:0 "Can Build Pyramids"
doctrine_parameter_has_access_to_runestones:1 "[rulers|E] may raise runestones to commemorate certain major life events, earning [prestige_i][prestige|E] #weak (Before the #color_white $culture_era_high_medieval$#! [era|E])#!"
doctrine_parameter_divine_the_stars_active:0 "Allows adherents to Divine the Stars and predict their future"
doctrine_parameter_durandal_restoration_active:0 "Rulers may seek to restore Durendal"
doctrine_parameter_novelist_title_replace_active:0 "Replaces most kingdom and empire titles in Western Europe"