farmer republic
This commit is contained in:
parent
33a8699bbe
commit
e460144cdc
57 changed files with 17327 additions and 156 deletions
433
common/domiciles/buildings/NEOW_farm_buildings.txt
Normal file
433
common/domiciles/buildings/NEOW_farm_buildings.txt
Normal file
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@ -0,0 +1,433 @@
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farm_estate_main_01 = {
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slot_type = main
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construction_time = 1
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allowed_domicile_types = { farm_estate }
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cost = {
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gold = estate_external_building_high_cost_tier_2_value
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.25
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health = 0.5
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domicile_external_slots_capacity_add = 2
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monthly_barter_goods = 1
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}
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ai_value = {
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value = 100
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}
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parameters = {
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camp_unlocks_second_officer = yes
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camp_unlocks_huntperson_officer = yes
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camp_unlocks_chief_forager_officer = yes
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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farm_estate_main_02 = {
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slot_type = main
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construction_time = 730
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allowed_domicile_types = { farm_estate }
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previous_building = farm_estate_main_01
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can_construct = {
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culture ?= { has_innovation = innovation_city_planning }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_3_value
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}
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parameters = {
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camp_unlocks_second_officer = yes
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_1 = yes
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monthly_barter_goods = 1.2
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.25
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domicile_external_slots_capacity_add = 1
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men_at_arms_cap = 1
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enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
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character_travel_safety_mult = 0.02
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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farm_estate_main_03 = {
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slot_type = main
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construction_time = 730
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allowed_domicile_types = { farm_estate }
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previous_building = farm_estate_main_02
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can_construct = {
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culture ?= { has_innovation = innovation_manorialism }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_4_value
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}
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parameters = {
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camp_unlocks_second_officer = yes
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_2 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.5
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domicile_monthly_gold_mult = 0.02
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domicile_external_slots_capacity_add = 1
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maa_toughness_mult = 0.05
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enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
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character_travel_safety_mult = 0.02
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monthly_barter_goods = 1.4
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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farm_estate_main_04 = {
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slot_type = main
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construction_time = 730
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allowed_domicile_types = { farm_estate }
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previous_building = farm_estate_main_03
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can_construct = {
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culture ?= { has_innovation = innovation_development_03 }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_5_value
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}
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parameters = {
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camp_unlocks_second_officer = yes
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_3 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.5
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domicile_monthly_gold_mult = 0.03
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domicile_external_slots_capacity_add = 1
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maa_toughness_mult = 0.05
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men_at_arms_cap = 1
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enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
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character_travel_safety_mult = 0.02
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monthly_barter_goods = 1.6
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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farm_estate_main_05 = {
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slot_type = main
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construction_time = 730
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allowed_domicile_types = { farm_estate }
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previous_building = farm_estate_main_04
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can_construct = {
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culture ?= { has_innovation = innovation_cranes }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_6_value
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}
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parameters = {
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camp_unlocks_second_officer = yes
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_4 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.75
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domicile_monthly_gold_mult = 0.05
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domicile_external_slots_capacity_add = 1
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maa_toughness_mult = 0.1
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men_at_arms_cap = 1
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enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
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character_travel_safety_mult = 0.04
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monthly_barter_goods = 1.8
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
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texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
has_graphical_norse_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
|
||||
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
|
||||
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
|
||||
}
|
||||
|
||||
asset = {
|
||||
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
|
||||
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
|
||||
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue