Changes to Czechia

Replaced the Tábor Communal City special building, for Sedlec Bone Temple
Changed Tábor CoA
Changed the Žižka dynasty to Z Tábora dynasty
Changed the faith in České Budějovice from Bohemian to Osvícenist
This commit is contained in:
GoTouchSomeGrass314 2026-03-26 15:40:51 +01:00
parent d0328eea3e
commit dcb2d8c826
10 changed files with 69 additions and 128 deletions

View file

@ -9194,138 +9194,41 @@ charles_university_01 = {
}
##########
# Communal City of Tábor
# Sedlec Bone Temple
##########
communal_city_tabor_01 = {
sedlec_temple_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wartburg.dds"
type_icon = "icon_structure_wawel_cathedral.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 500
is_enabled = {
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
county_holder_character_modifier = {
martial_per_prestige_level = 1
men_at_arms_maintenance = -0.10
levy_reinforcement_rate_same_faith = 0.10
dread_baseline_add = 20
dread_gain_mult = 0.10
intrigue_per_piety_level = 1
}
county_modifier = {
hostile_raid_time = 0.25
tax_mult = -0.10
development_growth = 0.05
development_growth_factor = 0.05
}
province_modifier = {
monthly_income = 0.25
fort_level = 1
defender_holding_advantage = 5
levy_size = 0.30
stationed_peasant_militia_damage_mult = 0.25
stationed_peasant_militia_toughness_mult = 0.25
}
max_garrison = 100
levy = 100
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
next_building = communal_city_tabor_02
type = special
flag = travel_point_of_interest_martial
}
communal_city_tabor_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_wartburg.dds"
can_construct_potential = {
building_requirement_tribal = no
}
can_construct = {
scope:holder.culture = { has_innovation = innovation_castle_baileys }
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
cost_gold = 1500
cost_prestige = 1500
is_enabled = {
text = holy_site_building_trigger
custom_description = {
text = holy_site_building_trigger
barony = {
is_holy_site_of = scope:holder.faith
}
}
}
county_holder_character_modifier = {
martial_per_prestige_level = 2
men_at_arms_maintenance = -0.35
levy_reinforcement_rate_same_faith = 0.25
}
county_modifier = {
hostile_raid_time = 1
tax_mult = -0.50
development_growth = 0.15
development_growth_factor = 0.25
monthly_county_control_growth_add = -0.25
county_opinion_add = -15
tax_mult = 0.05
}
province_modifier = {
monthly_income = 0.50
fort_level = 3
defender_holding_advantage = 10
levy_size = 0.60
stationed_peasant_militia_damage_mult = 0.75
stationed_peasant_militia_toughness_mult = 0.75
travel_danger = 10
}
max_garrison = 250
levy = 250
ai_value = {
base = 100
culture_likely_to_fortify_modifier = yes