unfucking the mod

This commit is contained in:
trashmasteruni 2026-01-06 14:25:21 +01:00
parent cbe3fbcda2
commit d887392b56
1167 changed files with 26982 additions and 13 deletions

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@provisions_cost_minimal = 25
@provisions_cost_light = 50
@provisions_cost_medium = 80
@provisions_cost_high = 100
@provisions_cost_extreme = 150
plains = {
color = hsv { 0.1 0.5 0.8 }
travel_danger_color = hsv { 0.1 0.5 0.8 }
travel_danger_score = 10
provision_cost = @provisions_cost_light
county_fertility = 30
province_modifier = {
supply_limit_mult = 0
travel_danger = 10
county_fertility_growth_add = plains_county_fertility_value
}
audio_parameter = 1.0
}
sea = {
color = hsv { 0.0 0.0 0.1 0 }
travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
travel_danger_score = 20
provision_cost = @provisions_cost_high
province_modifier = {
travel_danger = 75
}
}
coastal_sea = {
color = hsv { 0.0 0.0 0.1 0 }
travel_danger_color = hsv { 0.00 0.00 1.00 0.00 }
travel_danger_score = 20
provision_cost = @provisions_cost_medium
province_modifier = {
travel_danger = 50
}
}
farmlands = {
color = hsv { 0 1 1 }
provision_cost = @provisions_cost_minimal
county_fertility = 40
province_modifier = {
supply_limit_mult = 0.5
county_fertility_growth_add = farmlands_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = 0.2
}
audio_parameter = 1.0
}
hills = {
color = hsv { 29 0.867 0.353 }
travel_danger_color = hsv { 29 0.6 0.353 }
travel_danger_score = hills_danger_value
provision_cost = @provisions_cost_light
county_fertility = 20
province_modifier = {
supply_limit_mult = -0.1
travel_danger = hills_danger_value
county_fertility_growth_add = hills_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.1
}
defender_combat_effects = {
name = combat_hills
image = combat_hills
advantage = 5
}
movement_speed = 0.8
combat_width = 0.8
audio_parameter = 1.0
}
mountains = {
color = hsv { 0 0 0.392 }
travel_danger_color = hsv { 0 0 0.392 }
travel_danger_score = mountains_danger_value
provision_cost = @provisions_cost_extreme
county_fertility = 15
province_modifier = {
supply_limit_mult = -0.5
travel_danger = mountains_danger_value
county_fertility_growth_add = mountains_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.25
}
defender_combat_effects = {
name = combat_mountain
image = combat_mountain
advantage = 12
}
movement_speed = 0.5
combat_width = 0.5
audio_parameter = 6.0
}
desert = {
color = hsv { 0.15 1 1 } #{ 225 255 0 }
travel_danger_color = hsv { 0.16 0.7 0.8 }
travel_danger_score = desert_danger_value
provision_cost = @provisions_cost_extreme
county_fertility = 20
province_modifier = {
supply_limit_mult = -0.3
travel_danger = desert_danger_value
county_fertility_growth_add = desert_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.5
}
movement_speed = 0.7
audio_parameter = 2.0
}
desert_mountains = {
color = hsv { 0.7 0.5 0.15 }
travel_danger_color = hsv { 0 0 0.392 }
travel_danger_score = desert_mountains_danger_value
provision_cost = @provisions_cost_extreme
county_fertility = 20
province_modifier = {
supply_limit_mult = -0.6
travel_danger = desert_mountains_danger_value
county_fertility_growth_add = desert_mountains_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.5
}
defender_combat_effects = {
name = combat_desert_mountains
image = defender_desert_mountains
advantage = 12
}
defender_modifier = {
retreat_losses = -0.3
}
movement_speed = 0.5
combat_width = 0.5
audio_parameter = 7.0
}
oasis = {
color = hsv { 0.7 0.3 0.8 }
travel_danger_color = hsv { 0.16 0.7 0.8 }
travel_danger_score = 10
provision_cost = @provisions_cost_minimal
county_fertility = 30
province_modifier = {
supply_limit_mult = 0.1
travel_danger = 10
county_fertility_growth_add = oasis_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = 0.1
}
movement_speed = 1
audio_parameter = 10.0
}
jungle = {
color = { 10 60 35 }
travel_danger_color = { 10 60 35 }
travel_danger_score = jungle_danger_value
provision_cost = @provisions_cost_high
county_fertility = 10
province_modifier = {
supply_limit_mult = -0.25
travel_danger = jungle_danger_value
county_fertility_growth_add = jungle_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.4
}
defender_combat_effects = {
name = combat_jungle
image = defender_jungle
advantage = 6
}
movement_speed = 0.5
combat_width = 0.7
audio_parameter = 8.0
}
forest = {
color = hsv { 0.3 0.75 0.7 } #50 255 25
travel_danger_color = hsv { 0.37 0.8 0.5 }
travel_danger_score = forest_danger_value
provision_cost = @provisions_cost_light
county_fertility = 15
province_modifier = {
supply_limit_mult = -0.1
travel_danger = forest_danger_value
county_fertility_growth_add = forest_county_fertility_value
}
defender_combat_effects = {
name = combat_forest
image = defender_forest
advantage = 3
}
movement_speed = 0.8
combat_width = 0.9
audio_parameter = 4.0
entity = "forest_birds_01"
}
taiga = {
color = hsv { 0.4 0.7 0.6 } #0 90 0
travel_danger_color = hsv { 0.37 0.8 0.5 }
travel_danger_score = taiga_danger_value
provision_cost = @provisions_cost_high
county_fertility = 15
province_modifier = {
supply_limit_mult = -0.2
travel_danger = taiga_danger_value
county_fertility_growth_add = taiga_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.05
}
defender_combat_effects = {
name = combat_taiga
image = defender_taiga
advantage = 4
}
movement_speed = 0.8
combat_width = 0.8
audio_parameter = 9.0
}
wetlands = {
color = hsv { 0.5 0.5 0.6 } #75 200 200
travel_danger_color = { 47 128 97 }
travel_danger_score = wetlands_danger_value
provision_cost = @provisions_cost_medium
county_fertility = 20
province_modifier = {
supply_limit_mult = -0.25
travel_danger = wetlands_danger_value
county_fertility_growth_add = wetlands_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.25
}
attacker_modifier = {
hard_casualty_modifier = 0.2
retreat_losses = 0.25
}
defender_modifier = {
hard_casualty_modifier = 0.2
retreat_losses = 0.25
}
defender_combat_effects = {
name = combat_wetlands
image = defender_wetlands
advantage = 5
}
movement_speed = 0.7
combat_width = 0.6
audio_parameter = 3.0
}
steppe = {
color = { 200 100 25 }
travel_danger_color = hsv { 0.16 0.7 0.8 }
travel_danger_score = steppe_danger_value
provision_cost = @provisions_cost_medium
county_fertility = 30
province_modifier = {
supply_limit_mult = 0
travel_danger = steppe_danger_value
county_fertility_growth_add = steppe_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.5
}
audio_parameter = 5.0
}
floodplains = {
color = hsv { 0.7 0.8 0.6 } #200 50 100
travel_danger_color = { 47 128 97 }
travel_danger_score = floodplains_danger_value
provision_cost = @provisions_cost_minimal
county_fertility = 30
province_modifier = {
supply_limit_mult = 0.35
travel_danger = floodplains_danger_value
county_fertility_growth_add = floodplains_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = 0.2
}
combat_width = 0.75
audio_parameter = 2.0
}
drylands = {
color = { 220 45 120 }
travel_danger_color = hsv { 0.16 0.7 0.8 }
travel_danger_score = drylands_danger_value
provision_cost = @provisions_cost_medium
county_fertility = 25
province_modifier = {
supply_limit_mult = 0
travel_danger = drylands_danger_value
county_fertility_growth_add = drylands_county_fertility_value
}
county_capital_modifier = {
development_growth_factor = -0.05
}
audio_parameter = 1.0
}
tells = {
color = { 161 102 95 }
travel_danger_color = { 61 102 95 }
travel_danger_score = hills_danger_value
provision_cost = @provisions_cost_medium
county_fertility = 25
province_modifier = {
supply_limit_mult = -0.1
travel_danger = hills_danger_value
county_fertility_growth_add = hills_county_fertility_value
}
defender_combat_effects = {
name = combat_tells
image = combat_tells
advantage = 8
}
movement_speed = 0.75
combat_width = 0.8
audio_parameter = 1.0
}
terraced_hills = {
color = rgb { 225 35 40 }
travel_danger_color = rgb { 225 35 40 }
travel_danger_score = hills_danger_value
provision_cost = @provisions_cost_light
province_modifier = {
supply_limit_mult = 0.1
}
county_capital_modifier = {
development_growth_factor = 0.1
}
defender_combat_effects = {
name = combat_hills
image = combat_hills
advantage = 5
}
movement_speed = 0.8
combat_width = 0.8
audio_parameter = 1.0
}

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key = {
movement_speed = 1 # Speed on this type of terrain
attacker_modifier = {} # Modifiers for the attackers in a combat. See note on allowed modifiers below.
defender_modifier = {} # Modifiers for the defender in a combat. See note on allowed modifiers below.
attacker_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
defender_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
color = { r g b } # Terrain color for the terrain type map mode
combat_width = 1 # Multiplier on the combat width
audio_parameter = 0 # Used to check the audio to play
province_modifier = {} # Modifier applied to the province. See note on allowed modifiers below.
county_capital_modifier = {} # Modifier applied to the province if it is the county capital. See note on allowed modifiers below.
travel_danger_score = 0 # The amount of danger this terrain provides when travelling over it.
travel_danger_color = 0 # Terrain color for the travel planner map mode if the danger score is higher than the player's safety.
provision_cost = 0 # The amount of provison cost for this terrain type when moving your domicile
county_fertility = 0 # The amount of Fertility contributed by this terrain type. Used to calculate Base County Fertility for relevant counties
entity = "forest_birds_01" # Environmental graphical asset shown in this terrain.
Allowed Modifiers
=================
Modifiers referenced by a terrain object can be only generic (hardcoded) modifiers, or modifiers generated from the following databases:
- schemes
- holdings
- lifestyles
- regions
Other generated modifiers are _not_ allowed, such as those from other terrains, men_at_arms_types, cultures, or governments.
Generated Modifiers
===================
Each terrain type adds this modifiers automatically:
KEY + _attrition_mult = 0 # Multiplier applied to attition of the terrain terrain type
KEY + _cancel_negative_supply = yes # Discards supply penalties from the terrain type
KEY + _advantage = 0 # Advantage during the combat
KEY + _development_growth = 0.2 # Development growth if capital of a county is this terrain
KEY + _development_growth_factor = 0.2 # Development growth factor if capital of a county is this terrain
KEY + _construction_gold_cost = 0.2
KEY + _holding_construction_gold_cost = 0.2
KEY + _construction_piety_cost = 0.2
KEY + _holding_construction_piety_cost = 0.2
KEY + _construction_prestige_cost = 0.2
KEY + _holding_construction_prestige_cost = 0.2
KEY + _supply_limit = 200
KEY + _supply_limit_mult = 0.2
KEY + _tax_mult = 0.2
KEY + _levy_size = 0.2
KEY + _min_combat_roll = 0.2
KEY + _max_combat_roll = 0.2
KEY + _travel_danger = 0.2
KEY + _provision_use_mult = 0.2