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

@ -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