unfucking the mod
This commit is contained in:
parent
cbe3fbcda2
commit
d887392b56
1167 changed files with 26982 additions and 13 deletions
143
common/culture/innovations/_culture_innovations.info
Normal file
143
common/culture/innovations/_culture_innovations.info
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
##############################################################
|
||||
# Structure
|
||||
#
|
||||
# Culture Innovations are templates for technologies bound to an era and possibly to cultural/regional requirements.
|
||||
# These files generate the CultureInnovationType database. You can also interact with Culture Innovation Types as scoped objects, usually within the scope of a Culture.
|
||||
# Cultures gradually unlock Innovations based on era and the skills of its Culture Head.
|
||||
##############################################################
|
||||
|
||||
|
||||
# Key of the innovation
|
||||
# This will also serve as fallback localization key: the generic innovation will use its key as loc key for the name, and append "_desc" to generate the loc key for its description.
|
||||
name_of_culture_innovation = {
|
||||
|
||||
# key to the cultural era this innovation belongs, e.g. culture_era_early_medieval. Refer to 00_culture_eras.txt for a list of available eras.
|
||||
culture_era = key
|
||||
|
||||
# Innovation group. Can be: culture_group_military, culture_group_civic or culture_group_regional.
|
||||
group = group_name
|
||||
|
||||
# Path to the default icon to show. If not set will use the default icon defined in NGameIcons::DEFAULT_CULTURE_INNOVATION_TYPE_ICON_PATH
|
||||
icon = path
|
||||
|
||||
# The Skill the Head of Culture will use to compute fascination bonuses. Can be one of:
|
||||
# * learning
|
||||
# * martial
|
||||
# * stewardship
|
||||
# * diplomacy
|
||||
# * intrigue
|
||||
# Set to learning by default.
|
||||
skill = skill_name
|
||||
|
||||
# the weight that will be used to randomly pick the innovation when selecting Spread (for AI Culture Heads)
|
||||
# root = the culture head evaluating this innovation
|
||||
ai_weight_for_spread = {
|
||||
value = 1
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
has_trait = education_martial
|
||||
}
|
||||
add = 100
|
||||
}
|
||||
}
|
||||
|
||||
# root = culture
|
||||
# scope:character = cultural head
|
||||
ai_weight_for_fascination = {
|
||||
value = blah
|
||||
scope:character = {}
|
||||
}
|
||||
|
||||
# Optional list of triggered assets. The innovation, when possible, will take the first asset that satisfies its trigger and use its members to style its name and icon.
|
||||
# This style is calculated on startup or when a new culture is created and then never updated.
|
||||
# When dealing with generic innovation types (that are not directly tied to a culture) this mechanism is not active.
|
||||
# The order of definition of the assets matters: put higher priority assets first.
|
||||
asset = {
|
||||
|
||||
# culture-scoped trigger for deciding whether a culture is supposed to use this asset.
|
||||
# please base this trigger on static data related to the culture, like aesthetics or heritage.
|
||||
# We don't guarantee that the game is in a fully completed state during evaluation.
|
||||
trigger = {}
|
||||
|
||||
# the base loc key to use in this case. optional, but at least one between name and icon must be defined.
|
||||
name = culture_specific_name
|
||||
|
||||
# the icon to use in this case. optional, but at least one between name and icon must be defined.
|
||||
icon = path_to_culture_specific_icon
|
||||
}
|
||||
|
||||
# Optional key of the region where this innovation can start getting base progress.
|
||||
# If defined, the culture needs to be present in a minimum number of provinces in this region in order to be eligible.
|
||||
# Empty means anywhere.
|
||||
region = key
|
||||
|
||||
# Trigger to check if it can be unlocked by the culture. In contrast to can_progress it will be hidden otherwise. Scope: culture Default: always = yes
|
||||
potential = {}
|
||||
|
||||
# To check if it can start being exposed. Scope: culture Default: always = yes
|
||||
can_progress = {}
|
||||
|
||||
# Modifiers of this culture innovation. This will be applied to the characters of that cuture.
|
||||
character_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to the culture itself.
|
||||
culture_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to counties of the culture.
|
||||
county_modifier = {}
|
||||
|
||||
# Modifier of this culture innovation applied to provinces in a county of the culture.
|
||||
province_modifier = {}
|
||||
|
||||
# optionally add parameters to the innovation. They are defined in the same way as traits and traditions, and can be queried via script triggers.
|
||||
parameters = {
|
||||
|
||||
# Only boolean parameters are currently supported
|
||||
parameter_name = yes/no
|
||||
}
|
||||
|
||||
# Optional flag, relevant for the has_all_innovations trigger. Can list any number of flags for each innovation.
|
||||
flag = flag_name
|
||||
|
||||
# key of a building that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manlually blocked on the object itself.
|
||||
unlock_building = key
|
||||
# key of a decicion that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manlually blocked on the object itself.
|
||||
unlock_decision = key
|
||||
# key of a casus belli that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manually blocked on the object itself.
|
||||
unlock_casus_belli = key
|
||||
# key of a regiment that can be unlocked. There can be more than one. Actually does unlock the MaA.
|
||||
unlock_maa = key
|
||||
# key of a law that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be manually blocked on the object itself.
|
||||
unlock_law = key
|
||||
# A custom effect description that will be added to the list of effects. You can specify more than one.
|
||||
custom = loc_key
|
||||
|
||||
# Optional upgrades to existing MaA. You can specify more than one.
|
||||
maa_upgrade = {
|
||||
# The base MaA type to upgrade
|
||||
type = cavalry
|
||||
damage = 0.1
|
||||
toughness = 0.1
|
||||
pursue = 0.1
|
||||
screen = 0.1
|
||||
siege_value = 0.1
|
||||
max_size = 1
|
||||
}
|
||||
}
|
||||
|
||||
### Innovation flags:
|
||||
# flag = global_maa
|
||||
# flag = global_regular
|
||||
# flag = tribal_era_regular
|
||||
# flag = early_medieval_era_regular
|
||||
# flag = high_medieval_era_regular
|
||||
# flag = late_medieval_era_regular
|
||||
#
|
||||
# flag = global_regional
|
||||
# flag = tribal_era_regional
|
||||
# flag = early_medieval_era_regional
|
||||
# flag = high_medieval_era_regional
|
||||
# flag = late_medieval_era_regional
|
||||
#
|
||||
# flag = silk_road_innovation
|
||||
Loading…
Add table
Add a link
Reference in a new issue