Edenic garden
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3 changed files with 2526 additions and 0 deletions
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@ -166,3 +166,173 @@ water_filter_mills_03 = {
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}
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#####################
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### Edenic garden ###
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#####################
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edenic_garden_01 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc #increases send gift opinion by +33%
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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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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monthly_piety_gain_mult = 0.05
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stress_gain_mult = -0.10
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clergy_opinion = 5
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legitimacy_gain_mult = 0.05
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 5
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epidemic_resistance = 20
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}
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next_building = edenic_garden_02
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type_icon = "icon_building_royal_forest.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 = 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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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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edenic_garden_02 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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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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monthly_piety_gain_mult = 0.10
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stress_gain_mult = -0.20
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clergy_opinion = 10
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legitimacy_gain_mult = 0.1
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 10
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epidemic_resistance = 30
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}
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next_building = edenic_garden_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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edenic_garden_03 = {
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construction_time = slow_construction_time
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effect_desc = edenic_garden_effect_desc
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can_construct_potential = {
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building_requirement_tribal = no
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building_requirement_castle_city_church = { LEVEL = 01 }
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scope:holder = {
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rite = {
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rite_has_parameter = can_build_edenic_garden
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}
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}
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}
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is_enabled = {
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county.rite = { rite_has_parameter = can_build_edenic_garden }
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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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monthly_piety_gain_mult = 0.15
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stress_gain_mult = -0.30
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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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duchy_capital_county_modifier = {
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county_opinion_add = 15
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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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character_modifier = {
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monthly_piety_gain_mult = 0.15
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stress_gain_mult = -0.30
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clergy_opinion = 15
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legitimacy_gain_mult = 0.15
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}
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duchy_capital_county_modifier = {
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county_opinion_add = 15
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epidemic_resistance = 40
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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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@ -953,6 +953,7 @@ tenet_custodianship = {
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believes_in_harmony_with_nature_invisible
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believes_in_harmony_with_nature_invisible
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healthier_children_active
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healthier_children_active
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tenet_sanctity_of_nature_preserve_wilderness
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tenet_sanctity_of_nature_preserve_wilderness
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can_build_edenic_garden
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}
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}
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personal_tenet_parameters = {
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personal_tenet_parameters = {
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2355
common/script_values/00_basic_values.txt
Normal file
2355
common/script_values/00_basic_values.txt
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