eras
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213
common/culture/eras/00_culture_eras.txt
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213
common/culture/eras/00_culture_eras.txt
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culture_era_tribal = {
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year = 0
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}
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culture_era_early_medieval = {
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year = 2300
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invalid_for_government = tribal_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 6
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 6
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 6
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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pursuit = 6
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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pursuit = 6
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}
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}
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culture_era_high_medieval = {
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year = 2500
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invalid_for_government = tribal_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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character_modifier = {
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mercenary_hire_cost_mult = 0.15
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 4
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toughness = 4
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 4
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toughness = 4
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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## Accolade Vanguards
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maa_upgrade = {
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men_at_arms = accolade_maa_vanguards
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damage = 10
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toughness = 10
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}
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## Accolade Lancers
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maa_upgrade = {
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men_at_arms = accolade_maa_lancers
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pursuit = 10
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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damage = 4
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toughness = 4
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pursuit = 4
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screen = 4
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}
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}
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culture_era_late_medieval = {
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year = 2750
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invalid_for_government = tribal_government
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culture_modifier = {
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culture_tradition_max_add = 1
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}
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character_modifier = {
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mercenary_hire_cost_mult = 0.15
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}
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custom = more_expensive_court_positions
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custom = increased_activity_cost
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##################################################
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# MAA Upgrades
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# Cultural
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## Longbowmen
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maa_upgrade = {
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men_at_arms = longbowmen
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damage = 10
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toughness = 2
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}
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# Accolade
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## Accolade Archers
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maa_upgrade = {
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men_at_arms = accolade_maa_archers
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damage = 10
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toughness = 10
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}
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## Accolade Skirmishers
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maa_upgrade = {
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men_at_arms = accolade_maa_skirmishers
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damage = 6
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toughness = 6
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pursuit = 4
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screen = 4
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}
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## Accolade Pikes
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maa_upgrade = {
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men_at_arms = accolade_maa_pikes
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damage = 10
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toughness = 6
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}
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## Accolade Outriders
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maa_upgrade = {
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men_at_arms = accolade_maa_outriders
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damage = 16
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toughness = 16
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pursuit = 20
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screen = 6
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}
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## Accolade Vanguards
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maa_upgrade = {
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men_at_arms = accolade_maa_vanguards
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damage = 10
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toughness = 10
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}
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## Accolade Lancers
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maa_upgrade = {
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men_at_arms = accolade_maa_lancers
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screen = 20
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}
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## Accolade Crossbowers
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maa_upgrade = {
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men_at_arms = accolade_maa_crossbowers
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damage = 10
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toughness = 10
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}
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## Accolade Cameliers
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maa_upgrade = {
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men_at_arms = accolade_maa_cameliers
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damage = 16
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toughness = 6
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pursuit = 20
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screen = 6
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}
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}
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14
common/culture/eras/_culture_eras.info
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14
common/culture/eras/_culture_eras.info
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name_of_culture_era = { # Key to the name
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year = number # Year when the era can start getting base exposure. Must be 0 or greater. Error if it's not set.
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character_modifier = {} # Modifiers of this culture era. This will be applied to the characters of that cuture with valid government.
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culture_modifier = {} # Modifier of this culture era applied to the culture itself.
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county_modifier = {} # Modifier of this culture era applied to counties of the culture.
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province_modifier = {} # Modifier of this culture era applied to provinces in a county of the culture.
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unlock_building = key # 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 maulually blocked on the object itself.
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unlock_decision = 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 maulually blocked on the object itself.
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unlock_casus_belli = 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 maulually blocked on the object itself.
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unlock_maa = key # key of a regiment that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_law = 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 maulually blocked on the object itself.
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invalid_for_government = key # key of a govebrnment that can't use the innovations in this era. There can be more than one.
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custom = loc_key # A custom effect description that will be added to the list of effects
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}
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@ -0,0 +1,21 @@
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l_english:
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# l_spanish:
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# l_german:
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# l_french:
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# l_russian:
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# l_simp_chinese:
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# l_korean:
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#GROUPS
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culture_group_military:0 "Military"
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culture_group_civic:0 "Civic"
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culture_group_regional:1 "Cultural and Regional"
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culture_group_any:0 "any"
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#ERAS
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culture_era_tribal:0 "Antiquarian"
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culture_era_tribal_desc:0 "WIP."
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culture_era_early_medieval:0 "Early Interluminaria"
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culture_era_early_medieval_desc:0 "WIP."
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culture_era_high_medieval:0 "Late Interluminaria"
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culture_era_high_medieval_desc:0 "WIP."
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culture_era_late_medieval:0 "Rekindling"
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culture_era_late_medieval_desc:0 "WIP."
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