MAA stuff added

This commit is contained in:
Fishedotjpg 2026-02-22 15:33:46 +00:00
parent 2804f9fdf5
commit c7bf0ed3e9
20 changed files with 7199 additions and 27 deletions

View file

@ -12,6 +12,7 @@
city_01 = {
construction_time = slow_construction_time
effect_desc = city_1_effect_desc
#Meshes (Indented for readability)
asset = {
@ -531,7 +532,7 @@ city_01 = {
city_02 = {
construction_time = slow_construction_time
#Meshes (Indented for readability)
asset = {
type = pdxmesh
@ -1022,7 +1023,7 @@ city_02 = {
city_03 = {
construction_time = slow_construction_time
effect_desc = city_2_effect_desc
#Meshes (Indented for readability)
asset = {
type = pdxmesh

View file

@ -6888,6 +6888,354 @@ croke_park_02 = {
flag = travel_point_of_interest_martial
}
chemistry_workshop_01 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_1_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
chemistry_workshop_02 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_2_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
chemistry_workshop_03 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_3_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
chemistry_workshop_04 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
air_dock_01 = {
construction_time = standard_construction_time
effect_desc = air_dock_1_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_1
stationed_airship_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
air_dock_02 = {
construction_time = standard_construction_time
effect_desc = air_dock_2_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_2
stationed_airship_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
air_dock_03 = {
construction_time = standard_construction_time
effect_desc = air_dock_3_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_3
stationed_airship_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
air_dock_04 = {
construction_time = standard_construction_time
effect_desc = air_dock_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_4
stationed_airship_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
########################################
# GERMANIA
########################################

View file

@ -1,2 +1,14 @@
neow_the_event = {
}
gun_cavalry = {
texture = "gfx/interface/icons/regimenttypes/horse_gunmen.dds"
}
super_heavy_infantry = {
texture = "gfx/interface/icons/regimenttypes/super_heavy_infantry.dds"
}
airship = {
texture = "gfx/interface/icons/regimenttypes/airship.dds"
}
chemical_weapons = {
texture = "gfx/interface/icons/regimenttypes/chemical_weapons.dds"
}

View file

@ -0,0 +1,732 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
light_footmen = {
type = skirmishers
damage = 10
toughness = 16
pursuit = 10
screen = 16
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
taiga = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
bowmen = {
type = archers
damage = 25
toughness = 10
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 4 }
forest = { toughness = 4 screen = 4 }
taiga = { toughness = 4 screen = 4 }
}
counters = {
skirmishers = 1
chemical_weapons = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = counter_synergy_ai_weight_archers
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
light_horsemen = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
hills = { damage = -5 }
mountains = { damage = -10 pursuit = -20 }
desert_mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
NOT = { has_access_to_maa = steppe_raiders }
}
access_through_subject = {
NOT = { has_access_to_maa = steppe_raiders }
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = light_cavalry_asia
}
illustration = {
reference = light_cavalry
}
}
pikemen_unit = {
type = pikemen
damage = 22
toughness = 24
pursuit = 0
screen = 0
terrain_bonus = {
mountains = { toughness = 12 }
desert_mountains = { toughness = 12 }
hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = pikemen_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_pikemen
add = counter_synergy_ai_weight_pikemen
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_asia
}
illustration = {
reference = pikemen
}
}
#Tribal Era
armored_footmen = {
type = heavy_infantry
damage = 32
toughness = 22
pursuit = 0
screen = 0
counters = {
pikemen = 1
peasant_militia = 2
}
can_recruit = {
culture = {
has_innovation = innovation_quilted_armor
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = counter_synergy_ai_weight_heavy_infantry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
onager = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = onager_recruitment_cost }
low_maintenance_cost = { gold = onager_low_maint_cost }
high_maintenance_cost = { gold = onager_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
}
#Medieval Era
armored_horsemen = {
type = heavy_cavalry
damage = 100
toughness = 35
pursuit = 20
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
culture = {
has_innovation = innovation_arched_saddle
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
NOT = { has_access_to_maa = nomad_lancers }
}
access_through_subject = {
NOT = { has_access_to_maa = nomad_lancers }
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_cavalry_recruitment_cost }
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = { value = culture_ai_weight_heavy_cavalry }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_cavalry_asia
}
illustration = {
reference = heavy_cavalry
}
}
mangonel = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = mangonel_recruitment_cost }
low_maintenance_cost = { gold = mangonel_low_maint_cost }
high_maintenance_cost = { gold = mangonel_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
}
#High Medieval Era
crossbowmen = {
type = archers
damage = 42
toughness = 18
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 }
plains = { toughness = -8 }
drylands = { toughness = -8 }
desert = { toughness = -8 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 1
archer_cavalry = 0.5
}
can_recruit = {
culture = {
has_innovation = innovation_advanced_bowmaking
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_crossbowmen
}
holy_order_fallback = yes
stack = 100
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
trebuchet = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = trebuchet_recruitment_cost }
low_maintenance_cost = { gold = trebuchet_low_maint_cost }
high_maintenance_cost = { gold = trebuchet_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
}
#Late Medieval Era
bombard = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = bombard_recruitment_cost }
low_maintenance_cost = { gold = bombard_low_maint_cost }
high_maintenance_cost = { gold = bombard_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
}
handgunners = {
type = gunpowder
damage = 52
toughness = 12
pursuit = 0
screen = 5
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = handgunner_recruitment_cost }
low_maintenance_cost = { gold = handgunner_low_maint_cost }
high_maintenance_cost = { gold = handgunner_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
stack = 100
icon = handgonne
}
# Special
house_guard = {
type = heavy_infantry
can_recruit = {
dynasty ?= {
has_dynasty_perk = warfare_legacy_5
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
damage = 40
toughness = 32
pursuit = 0
screen = 24
counters = {
pikemen = 2
peasant_militia = 4
archers = 2
}
buy_cost = { gold = 50 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 1 }
provision_cost = @provisions_cost_infantry_expensive
max_regiments = 1
stack = 100
ai_quality = { value = 100 }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
pikemen_militia = {
type = peasant_militia
damage = 12
toughness = 16
pursuit = 10
screen = 0
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 4 }
farmlands = { toughness = 8 }
floodplains = { toughness = 8 }
terraced_hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
camel_cavalry = 1
}
special_recruit_only = yes
buy_cost = { gold = 0 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 0 }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = -100 }
allowed_in_hired_troops = no
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_militia_asia
}
illustration = {
reference = pikemen_militia
}
}

View file

@ -124,6 +124,7 @@ ironsides = {
archers = 1
heavy_infantry = 2
skirmishers = 2
chemical_weapons = 1
heavy_cavalry = 1
}
@ -171,6 +172,7 @@ cuirassiers = { #Copy pasted Conrois, need to think of how to make them unique
archers = 1
light_cavalry = 1
skirmishers = 1
chemical_weapons = 1
}
can_recruit = {
@ -210,6 +212,7 @@ columneers = {
counters = {
archers = 1
skirmishers= 1
chemical_weapons = 1
peasant_militia = 1
pikemen = 1
}
@ -328,7 +331,7 @@ voltigeurs = {
}
spahis = {
type = horse_archers
type = horse_archers
damage = 36
toughness = 18
@ -346,6 +349,7 @@ spahis = {
counters = {
skirmishers = 1
chemical_weapons = 1
heavy_infantry = 1
}
@ -440,12 +444,12 @@ carabineers = {
counters = {
skirmishers = 1
chemical_weapons = 1
heavy_infantry = 1
}
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_maa_horse_archers }
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
}
@ -485,6 +489,7 @@ cowboys = {
counters = {
skirmishers = 1
chemical_weapons = 1
heavy_infantry = 1
}
@ -508,6 +513,145 @@ cowboys = {
}
icon = horse_gunmen
}
full_plate_footmen = {
type = super_heavy_infantry
damage = 45
toughness = 50
pursuit = 0
screen = 24
counters = {
pikemen = 1
light_cavalry = 1
peasant_militia = 2
skirmishers = 1
}
can_recruit = {
culture = {
has_innovation = innovation_plate_armor
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
terrain_bonus = {
jungle = { damage = -40 toughness = -40 }
terraced_hills = { damage = -20 toughness = -20 }
mountains = { damage = -20 toughness = -20 }
desert_mountains = { damage = -20 toughness = -20 }
wetlands = { damage = -30 toughness = -30 }
}
buy_cost = { gold = super_heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = super_heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = super_heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = counter_synergy_ai_weight_heavy_infantry
}
illustration = {
reference = ill_super_heavy_infantry
}
icon = super_heavy_infantry
}
toxic_gas_slingers = {
type = chemical_weapons
damage = 40
toughness = 12
pursuit = 10
screen = 16
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
taiga = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
pikemen = 1
peasant_militia = 2
super_heavy_infantry = 2
}
can_recruit = {
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_units < toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_buildings
}
illustration = {
reference = ill_chemical_weapons
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = chemical_weapons_recruitment_cost }
low_maintenance_cost = { gold = chemical_weapons_low_maint_cost }
high_maintenance_cost = { gold = chemical_weapons_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = culture_ai_weight_skirmishers }
}
airships = {
type = airship
damage = 300
toughness = 100
pursuit = 0
screen = 300
siege_value = 0.5
terrain_bonus = {
jungle = { damage = -35 toughness = 20 }
terraced_hills = { damage = -35 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
hills = { damage = -35 }
forest = { damage = -35 toughness = 20 }
}
winter_bonus = {
normal_winter = { damage = -30 toughness = -10 }
harsh_winter = { damage = -60 toughness = -15 }
}
buy_cost = { gold = airship_recruitment_cost }
low_maintenance_cost = { gold = airship_low_maint_cost }
high_maintenance_cost = { gold = airship_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
can_recruit = {
airships_raise_limit_existing_airships_units < airships_raise_limit_existing_airships_buildings
}
illustration = {
reference = ill_airship
}
stack = 20
ai_quality = { value = culture_ai_weight_elephants }
icon = airship
}
guides = {
type = light_cavalry

View file

@ -13,6 +13,10 @@
@skirmisher_low_maint_cost = 0.15
@skirmisher_high_maint_cost = @[skirmisher_low_maint_cost * high_maint_mult]
@chemical_weapons_recruitment_cost = 100
@chemical_weapons_low_maint_cost = 0.4
@chemical_weapons_high_maint_cost = @[chemical_weapons_low_maint_cost * high_maint_mult]
@militia_recruitment_cost = 30
@militia_low_maint_cost = 0.15
@militia_high_maint_cost = @[militia_low_maint_cost * high_maint_mult]
@ -29,6 +33,10 @@
@heavy_infantry_low_maint_cost = 0.4
@heavy_infantry_high_maint_cost = @[heavy_infantry_low_maint_cost * high_maint_mult]
@super_heavy_infantry_recruitment_cost = 200
@super_heavy_infantry_low_maint_cost = 0.8
@super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_low_maint_cost * high_maint_mult]
@light_cavalry_recruitment_cost = 85
@light_cavalry_low_maint_cost = 0.35
@light_cavalry_high_maint_cost = @[light_cavalry_low_maint_cost * high_maint_mult]
@ -51,6 +59,10 @@ skirmisher_recruitment_cost = @[skirmisher_recruitment_cost]
skirmisher_low_maint_cost = @[skirmisher_low_maint_cost]
skirmisher_high_maint_cost = @[skirmisher_high_maint_cost]
chemical_weapons_recruitment_cost = @[chemical_weapons_recruitment_cost]
chemical_weapons_low_maint_cost = @[chemical_weapons_low_maint_cost]
chemical_weapons_high_maint_cost = @[chemical_weapons_high_maint_cost]
militia_recruitment_cost = @[militia_recruitment_cost]
militia_low_maint_cost = @[militia_low_maint_cost]
militia_high_maint_cost = @[militia_high_maint_cost]
@ -71,6 +83,10 @@ heavy_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost]
heavy_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost]
heavy_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost]
super_heavy_infantry_recruitment_cost = @[super_heavy_infantry_recruitment_cost]
super_heavy_infantry_low_maint_cost = @[super_heavy_infantry_low_maint_cost]
super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_high_maint_cost]
light_cavalry_recruitment_cost = @[light_cavalry_recruitment_cost]
light_cavalry_low_maint_cost = @[light_cavalry_low_maint_cost]
light_cavalry_high_maint_cost = @[light_cavalry_high_maint_cost]
@ -362,6 +378,10 @@ war_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2]
war_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.2]
war_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.4]
airship_recruitment_cost = @[heavy_cavalry_recruitment_cost * 3]
airship_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.6]
airship_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.8]
guanch_vaulter_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
@ -874,6 +894,100 @@ provisions_cost_special_bankrupting = 24
# GUN MATH #
############
airships_raise_limit_existing_airships_units = {
value = 0
every_maa_regiment = {
limit = {
is_maa_type = airships
}
add = 1
}
}
airships_raise_limit_existing_airships_buildings = {
value = 0
every_realm_province = {
limit = {
has_building_or_higher = air_dock_01
}
if = {
limit = {
has_building_or_higher = air_dock_04
}
add = airships_building_limit_bonus_4
}
else_if = {
limit = {
has_building_or_higher = air_dock_03
}
add = airships_building_limit_bonus_3
}
else_if = {
limit = {
has_building_or_higher = air_dock_02
}
add = airships_building_limit_bonus_2
}
else = {
add = airships_building_limit_bonus_1
}
}
}
airships_building_limit_bonus_1 = 1
airships_building_limit_bonus_2 = 2
airships_building_limit_bonus_3 = 3
airships_building_limit_bonus_4 = 4
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_units = {
value = 0
every_maa_regiment = {
limit = {
is_maa_type = toxic_gas_slingers
}
add = 1
}
}
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_buildings = {
value = 0
every_realm_province = {
limit = {
has_building_or_higher = chemistry_workshop_01
}
if = {
limit = {
has_building_or_higher = chemistry_workshop_04
}
add = toxic_gas_slingers_building_limit_bonus_4
}
else_if = {
limit = {
has_building_or_higher = chemistry_workshop_03
}
add = toxic_gas_slingers_building_limit_bonus_3
}
else_if = {
limit = {
has_building_or_higher = chemistry_workshop_02
}
add = toxic_gas_slingers_building_limit_bonus_2
}
else = {
add = toxic_gas_slingers_building_limit_bonus_1
}
}
}
toxic_gas_slingers_building_limit_bonus_1 = 1
toxic_gas_slingers_building_limit_bonus_2 = 2
toxic_gas_slingers_building_limit_bonus_3 = 3
toxic_gas_slingers_building_limit_bonus_4 = 4
militia_raise_limit_existing_militia_units = {
value = 0
@ -892,22 +1006,10 @@ militia_raise_limit_existing_militia_buildings = {
limit = {
has_building_or_higher = city_01
}
if = {
limit = {
has_building_or_higher = city_04
}
add = militia_building_limit_bonus_4
}
else_if = {
limit = {
has_building_or_higher = city_03
}
add = militia_building_limit_bonus_3
}
else_if = {
limit = {
has_building_or_higher = city_02
}
add = militia_building_limit_bonus_2
}
else = {
@ -918,8 +1020,6 @@ militia_raise_limit_existing_militia_buildings = {
militia_building_limit_bonus_1 = 1
militia_building_limit_bonus_2 = 2
militia_building_limit_bonus_3 = 3
militia_building_limit_bonus_4 = 4
gunpowder_raise_limit_existing_gunpowder_units = {
value = 0
@ -930,6 +1030,9 @@ gunpowder_raise_limit_existing_gunpowder_units = {
OR = {
is_maa_type = handgunners
is_maa_type = fire_lancers
is_maa_type = carabineers
is_maa_type = cowboys
is_maa_type = redcoats
}
}
add = 1