This commit is contained in:
mr vain 2025-12-05 14:13:01 -08:00
commit f80e36f63a
36 changed files with 339 additions and 9404 deletions

View file

@ -2490,13 +2490,6 @@ c_firenze = {
color2 = "red"
}
}
c_foix = {
colored_emblem = {
texture = "ce_verticle_stripes_02.dds"
color1 = "yellow"
color2 = "red"
}
}
c_french_leon = {
pattern = "pattern_solid.dds"
color1 = "yellow"
@ -18101,45 +18094,6 @@ c_labourd = {
}
}
c_rouergue = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "yellow"
colored_emblem = {
texture = "ce_lion_guardant.dds"
color1 = "yellow"
color2 = "yellow"
color3 = "black"
instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } }
}
}
c_quercy = {
pattern = "pattern_solid.dds"
color1 = "red"
color2 = "white"
colored_emblem = {
texture = "ce_lion_rampant.dds"
color1 = "white"
color2 = "white"
color3 = "black"
instance = { position = { 0.5 0.50 } scale = { 0.62 0.65 } }
}
colored_emblem = {
texture = "ce_circle.dds"
color1 = "white"
color2 = "white"
instance = { position = { 0.20 0.140 } scale = { 0.18 0.18 } }
instance = { position = { 0.500 0.140 } scale = { 0.18 0.18 } }
instance = { position = { 0.80 0.140 } scale = { 0.18 0.18 } }
instance = { position = { 0.20 0.430 } scale = { 0.18 0.18 } }
instance = { position = { 0.80 0.430 } scale = { 0.18 0.18 } }
instance = { position = { 0.22 0.720 } scale = { 0.18 0.18 } }
instance = { position = { 0.78 0.720 } scale = { 0.18 0.18 } }
instance = { position = { 0.500 0.870 } scale = { 0.18 0.18 } }
}
}
c_millau = {
pattern = "pattern_solid.dds"
color1 = "yellow"

View file

@ -2293,3 +2293,135 @@ c_toulouse={
instance={position={0.5 0.75} scale={0.5 0.5}}
}
}
c_quercy={ #Tarn
pattern="pattern_solid.dds"
color1=red
colored_emblem={
color1=white
color2=red
texture="ce_tower.dds"
instance={scale={0.4 0.4} position={0.5 0.35}}
instance={scale={0.3 0.3} position={0.285 0.325}}
instance={scale={0.3 0.3} position={0.715 0.325}}
instance={scale={0.25 0.25} position={0.125 0.375}}
instance={scale={0.25 0.25} position={0.875 0.375}}
}
colored_emblem={
color1=white
texture="NEOW_ce_bridge_3.dds"
instance={scale={0.660000 0.660000} position={0.285 0.5}}
instance={scale={0.660000 0.660000} position={0.715 0.5}}
}
colored_emblem={
color1=yellow
texture="ce_fleur.dds"
instance={scale={0.15 0.15} position={0.5 0.1}}
instance={scale={0.15 0.15} position={0.285 0.1}}
instance={scale={0.15 0.15} position={0.715 0.1}}
instance={scale={0.15 0.15} position={0.125 0.1}}
instance={scale={0.15 0.15} position={0.875 0.1}}
}
colored_emblem={
color1=blue
color2=blue_light
texture="NEOW_ce_waves_05.dds"
instance={position={0.5 0.575}}
}
}
c_tarn-et-garonne={
pattern="pattern_solid.dds"
color1=red
color2=blue
colored_emblem={
color1=blue
texture="ce_block_02.dds"
instance={scale={0.25 0.25} position={0.625 0.125}}
instance={scale={0.25 0.25} position={0.875 0.375}}
}
colored_emblem={
color1=black
texture="ce_block_02.dds"
instance={scale={1 0.01} position={0.5 0.5}}
instance={scale={0.01 1} position={0.5 0.5}}
}
colored_emblem={
color1=yellow
color2=yellow
texture="ce_lion_guardant.dds"
instance={position={0.27 0.25} scale={0.455 0.455}}
}
colored_emblem={
color1=yellow
color2=yellow
texture="ce_lion_guardant.dds"
instance={position={0.27 0.25} scale={0.455 0.455}}
}
colored_emblem={
color1=white
color2=white
texture="ce_lion_rampant.dds"
instance={position={0.62 0.138} scale={0.225 0.225}}
instance={position={0.86 0.375} scale={0.225 0.225}}
}
colored_emblem={
color1=yellow
color2=blue
texture="ce_grain.dds"
instance={position={0.62 0.375} scale={0.225 0.225}}
instance={position={0.86 0.138} scale={0.225 0.225}}
}
colored_emblem={
color1=yellow
texture="ce_cross_occitan.dds"
instance={position={0.265 0.71} scale={0.46 0.46}}
}
colored_emblem={
color1=yellow
color2=blue
texture="ce_lion_passant_guardant.dds"
instance={position={0.725 0.715} scale={0.435 0.435}}
}
}
c_rouergue={ #Aveyron
pattern="pattern_solid.dds"
color1=red
color2=yellow
colored_emblem={
texture="ce_lion_guardant.dds"
color1=yellow
color2=yellow
color3=black
instance={position={0.5 0.5} scale={1 1}}
}
}
c_tarn={
pattern="pattern_horizontal_split_02.dds"
color1=yellow
color2=red
colored_emblem={
color1=red
texture="ce_block_02.dds"
instance={scale={0.3 1}}
}
colored_emblem={
color1=yellow
texture="ce_cross_occitan.dds"
instance={position={0.5 0.175} scale={0.4 0.4}}
}
}
c_foix={ #Ariège
pattern="pattern_shield_03_small.dds"
color1=yellow
color2=blue
colored_emblem={
color1=yellow
color2=red
mask={1}
texture="ce_verticle_stripes_02.dds"
}
colored_emblem={
color1=white
texture="ce_bell.dds"
instance={position={0.5 0.4} scale={0.3 0.3}}
}
}

View file

@ -1,36 +1,35 @@
pictish = {
color = hsv { 0.58 1.00 0.72 }
ethos = ethos_bellicose
heritage = heritage_brythonic
language = language_brythonic
martial_custom = martial_custom_male_only
head_determination = head_determination_domain
traditions = {
tradition_concubines
tradition_poetry
tradition_highland_warriors
tradition_hill_dwellers
}
name_list = name_list_pictish
coa_gfx = { scottish_coa_gfx western_coa_gfx }
building_gfx = { western_building_gfx }
clothing_gfx = { northern_clothing_gfx }
clothing_gfx = { western_clothing_gfx }
unit_gfx = { western_unit_gfx }
house_coa_frame = house_frame_24
house_coa_mask_offset = { 0.0 0.055 }
house_coa_mask_scale = { 0.9 0.9 }
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
#pictish = {
# color = hsv { 0.58 1.00 0.72 }
#
# ethos = ethos_bellicose
# heritage = heritage_brythonic
# language = language_brythonic
# martial_custom = martial_custom_male_only
# head_determination = head_determination_domain
# traditions = {
# tradition_concubines
# tradition_poetry
# tradition_highland_warriors
# tradition_hill_dwellers
# }
#
# name_list = name_list_pictish
#
# coa_gfx = { scottish_coa_gfx western_coa_gfx }
# building_gfx = { western_building_gfx }
# clothing_gfx = { northern_clothing_gfx }
# clothing_gfx = { western_clothing_gfx }
# unit_gfx = { western_unit_gfx }
# house_coa_frame = house_frame_24
# house_coa_mask_offset = { 0.0 0.055 }
# house_coa_mask_scale = { 0.9 0.9 }
#
# ethnicities = {
# 30 = caucasian_ginger
# 35 = caucasian_brown_hair
# 30 = caucasian_dark_hair
# }
#}
welsh = {
color = welsh
@ -67,15 +66,6 @@ welsh = {
}
}
ethnicities = {
5 = caucasian_blond
30 = caucasian_ginger
35 = caucasian_brown_hair
30 = caucasian_dark_hair
}
}
cornish = {
color = hsv { 0.72 0.6 0.72 }

View file

@ -7,10 +7,10 @@
OR = {
has_cultural_pillar = heritage_anglo_frisian
has_cultural_pillar = heritage_scottish
this = culture:maritimer
this = culture:welsh
any_parent_culture_or_above = {
OR = {
this = culture:maritimer
this = culture:welsh
}
}
}

View file

@ -1791,22 +1791,48 @@ e_france = {
}
}
c_ardeche = {
color = { 195 70 95 }
color = { 158 11 11 }
color2 = { 255 255 255 }
cultural_names = {
name_list_arpitan=cn_ardecha
name_list_occitan=cn_ard_e_grv_cha
name_list_provencal=cn_ardecho
}
b_viviers = {
b_privas = {
province = 2063
color = { 195 70 95 }
color = { 158 141 113 }
color2 = { 255 255 255 }
cultural_names = {
name_list_occitan=cn_priv_a_grv_s
name_list_provencal=cn_priva
}
}
b_annonay = {
province = 3258
color = { 195 70 95 }
}
b_montlaur = {
province = 2217
color = { 130 120 230 }
color = { 158 141 113 }
color2 = { 255 255 255 }
cultural_names = {
name_list_occitan=cn_anonai
name_list_provencal=cn_anounai
}
}
b_aubenas = {
province = 3258
color = { 158 141 113 }
color2 = { 255 255 255 }
cultural_names = {
name_list_occitan=cn_auben_a_grv_s
}
}
b_largentiere = {
province = 13279
color = { 158 141 113 }
color2 = { 255 255 255 }
cultural_names = {
name_list_provencal=cn_l_pst_argentiero
name_list_occitan=cn_l_pst_argenti_e_grv_ira
}
}
}
}
@ -1839,7 +1865,7 @@ e_france = {
color = { 175 55 165 }
}
}
c_quercy = {
c_quercy = { #Lot
color = { 110 40 225 }
b_cahors = {
@ -1877,7 +1903,7 @@ e_france = {
color = { 95 24 226 }
}
}
c_rouergue = {
c_rouergue = { #Aveyron
color = { 115 5 210 }
b_rodez = {

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@ -1,210 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
asawira = { #Iranian knights in early caliphal armies. Can be restored as a military unit with Khvarenah 4 dynasty legacy perk.
type = archer_cavalry
damage = 90
toughness = 35
pursuit = 35
screen = 10
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
desert_mountains = { damage = 10 pursuit = 10 }
hills = { damage = -10 }
mountains = { damage = -50 }
wetlands = { damage = -50 toughness = -15 pursuit = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -30 toughness = -10 }
}
can_recruit = {
dynasty ?= {
has_dynasty_perk = fp3_khvarenah_legacy_4
}
}
buy_cost = { gold = asawira_recruitment_cost }
low_maintenance_cost = { gold = asawira_low_maint_cost }
high_maintenance_cost = { gold = asawira_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
icon = asawira
}
tarkhan = {
type = heavy_cavalry
damage = 110
toughness = 30
pursuit = 30
screen = 10
terrain_bonus = {
oasis = { damage = 30 }
drylands = { damage = 25 }
desert = { damage = 10 pursuit = 10 }
mountains = { damage = -30 }
wetlands = { damage = -80 toughness = -15 pursuit = -20 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 0.5
gunpowder = 1
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -5 }
}
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_tarkhan }
}
culture = { has_cultural_parameter = unlock_maa_tarkhan }
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
buy_cost = { gold = cataphract_recruitment_cost }
low_maintenance_cost = { gold = cataphract_low_maint_cost }
high_maintenance_cost = { gold = cataphract_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 60] }
icon = tarkhan
}
zupin_warrior = {
type = pikemen
damage = 16
toughness = 16
pursuit = 0
screen = 10
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_zupin_warrior }
}
culture = { has_cultural_parameter = unlock_maa_zupin_warrior }
}
}
terrain_bonus = {
mountains = { toughness = 12 }
desert_mountains = { toughness = 12 }
hills = { damage = 4 toughness = 8 }
forest = { damage = 4 toughness = 8 pursuit = 4 }
}
counters = {
heavy_cavalry = 0.5
heavy_infantry = 1
light_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = 4 pursuit = 5 }
}
buy_cost = { gold = bondi_recruitment_cost }
low_maintenance_cost = { gold = bondi_low_maint_cost }
high_maintenance_cost = { gold = bondi_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
icon = zupin_spearmen
}
tawashi = {
type = light_cavalry
damage = 25
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
plains = { damage = 10 }
drylands = { damage = 10 }
hills = { damage = 10 }
mountains = { damage = 10 pursuit = 10 }
desert_mountains = { damage = 10 pursuit = 10 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
archers = 1
heavy_infantry = 1
gunpowder = 1
}
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_tawashi }
}
culture = { has_cultural_parameter = unlock_maa_tawashi }
}
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -3 }
}
buy_cost = { gold = tawashi_recruitment_cost }
low_maintenance_cost = { gold = tawashi_low_maint_cost }
high_maintenance_cost = { gold = tawashi_high_maint_cost }
provision_cost = @provisions_cost_cavalry_moderate
stack = 100
ai_quality = { value = @[cultural_maa_extra_ai_score + 40] }
icon = tawashi
}

View file

@ -1,42 +0,0 @@
@maa_buy_cost = 150
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
teutonic_knights = { # Actually all Christian knightly orders, not just the Teutons.
type = heavy_infantry
special_recruit_only = yes
# Slightly stronger than normal Heavy Infantry MaA, to represent zeal & dedication to the cause.
damage = 36
toughness = 26
pursuit = 0
screen = 0
buy_cost = { gold = heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
counters = {
pikemen = 1
peasant_militia = 2
}
stack = 100
icon = heavy_infantry
}

View file

@ -1,731 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
light_footmen = {
type = skirmishers
damage = 10
toughness = 16
pursuit = 10
screen = 16
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
taiga = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
bowmen = {
type = archers
damage = 25
toughness = 10
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 4 }
forest = { toughness = 4 screen = 4 }
taiga = { toughness = 4 screen = 4 }
}
counters = {
skirmishers = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = counter_synergy_ai_weight_archers
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
light_horsemen = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
hills = { damage = -5 }
mountains = { damage = -10 pursuit = -20 }
desert_mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
NOT = { has_access_to_maa = steppe_raiders }
}
access_through_subject = {
NOT = { has_access_to_maa = steppe_raiders }
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = light_cavalry_asia
}
illustration = {
reference = light_cavalry
}
}
pikemen_unit = {
type = pikemen
damage = 22
toughness = 24
pursuit = 0
screen = 0
terrain_bonus = {
mountains = { toughness = 12 }
desert_mountains = { toughness = 12 }
hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = pikemen_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_pikemen
add = counter_synergy_ai_weight_pikemen
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_asia
}
illustration = {
reference = pikemen
}
}
#Tribal Era
armored_footmen = {
type = heavy_infantry
damage = 32
toughness = 22
pursuit = 0
screen = 0
counters = {
pikemen = 1
peasant_militia = 2
}
can_recruit = {
culture = {
has_innovation = innovation_quilted_armor
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = counter_synergy_ai_weight_heavy_infantry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
onager = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = onager_recruitment_cost }
low_maintenance_cost = { gold = onager_low_maint_cost }
high_maintenance_cost = { gold = onager_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
}
#Medieval Era
armored_horsemen = {
type = heavy_cavalry
damage = 100
toughness = 35
pursuit = 20
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
culture = {
has_innovation = innovation_arched_saddle
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
NOT = { has_access_to_maa = nomad_lancers }
}
access_through_subject = {
NOT = { has_access_to_maa = nomad_lancers }
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_cavalry_recruitment_cost }
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = { value = culture_ai_weight_heavy_cavalry }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_cavalry_asia
}
illustration = {
reference = heavy_cavalry
}
}
mangonel = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = mangonel_recruitment_cost }
low_maintenance_cost = { gold = mangonel_low_maint_cost }
high_maintenance_cost = { gold = mangonel_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
}
#High Medieval Era
crossbowmen = {
type = archers
damage = 42
toughness = 18
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 }
plains = { toughness = -8 }
drylands = { toughness = -8 }
desert = { toughness = -8 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 1
archer_cavalry = 0.5
}
can_recruit = {
culture = {
has_innovation = innovation_advanced_bowmaking
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_crossbowmen
}
holy_order_fallback = yes
stack = 100
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
trebuchet = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = trebuchet_recruitment_cost }
low_maintenance_cost = { gold = trebuchet_low_maint_cost }
high_maintenance_cost = { gold = trebuchet_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
}
#Late Medieval Era
bombard = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = bombard_recruitment_cost }
low_maintenance_cost = { gold = bombard_low_maint_cost }
high_maintenance_cost = { gold = bombard_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
}
handgunners = {
type = gunpowder
damage = 52
toughness = 12
pursuit = 0
screen = 5
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = handgunner_recruitment_cost }
low_maintenance_cost = { gold = handgunner_low_maint_cost }
high_maintenance_cost = { gold = handgunner_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
stack = 100
icon = handgonne
}
# Special
house_guard = {
type = heavy_infantry
can_recruit = {
dynasty ?= {
has_dynasty_perk = warfare_legacy_5
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
damage = 40
toughness = 32
pursuit = 0
screen = 24
counters = {
pikemen = 2
peasant_militia = 4
archers = 2
}
buy_cost = { gold = 50 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 1 }
provision_cost = @provisions_cost_infantry_expensive
max_regiments = 1
stack = 100
ai_quality = { value = 100 }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
pikemen_militia = {
type = peasant_militia
damage = 12
toughness = 16
pursuit = 10
screen = 0
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 4 }
farmlands = { toughness = 8 }
floodplains = { toughness = 8 }
terraced_hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
camel_cavalry = 1
}
special_recruit_only = yes
buy_cost = { gold = 0 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 0 }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = -100 }
allowed_in_hired_troops = no
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_militia_asia
}
illustration = {
reference = pikemen_militia
}
}

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@ -1,107 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
camel_rider = {
type = camel_cavalry
damage = 22
toughness = 15
pursuit = 20
screen = 20
terrain_bonus = {
desert = { damage = 20 toughness = 8 }
drylands = { damage = 15 toughness = 8 }
oasis = { damage = 15 }
floodplains = { damage = 5 }
hills = { damage = -10 }
desert_mountains = { damage = -10 pursuit = -10 }
mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 }
}
counters = {
light_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -3 }
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = camel_rider_recruitment_cost }
low_maintenance_cost = { gold = camel_rider_low_maint_cost }
high_maintenance_cost = { gold = camel_rider_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 100
ai_quality = { value = culture_ai_weight_camels }
icon = camel_riders
}
war_elephant = {
type = elephant_cavalry
damage = 250
toughness = 50
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
jungle = { damage = 50 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -30 toughness = -5 }
harsh_winter = { damage = -60 toughness = -10 }
}
buy_cost = { gold = war_elephant_recruitment_cost }
low_maintenance_cost = { gold = war_elephant_low_maint_cost }
high_maintenance_cost = { gold = war_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
can_recruit = {
OR = {
AND = {
culture ?= { has_innovation = innovation_elephantry }
NOT = { has_government = landless_adventurer_government }
}
domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
}
}
stack = 25
hired_stack_size = 10
ai_quality = { value = culture_ai_weight_elephants }
icon = war_elephants
}

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@ -1,607 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 3.5
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
accolade_maa_archers = {
type = archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:archer_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 15
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 20 toughness = 8 }
forest = { toughness = 8 screen = 8 }
taiga = { toughness = 8 screen = 8 }
}
counters = {
skirmishers = 2
}
buy_cost = { gold = accolade_bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 8
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
accolade_maa_skirmishers = {
type = skirmishers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:skirmisher_attribute
}
accolade_rank >= 3
}
}
damage = 20
toughness = 20
pursuit = 16
screen = 20
terrain_bonus = {
forest = { damage = 8 toughness = 12 }
taiga = { damage = 8 toughness = 12 }
jungle = { damage = 8 toughness = 12 }
}
counters = {
heavy_infantry = 2
}
buy_cost = { gold = accolade_skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 8
stack = 100
ai_quality = {
value = culture_ai_weight_skirmishers
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
accolade_maa_pikes = {
type = pikemen
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:pike_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 30
pursuit = 0
screen = 0
terrain_bonus = {
mountains = { toughness = 24 }
desert_mountains = { toughness = 24 }
hills = { toughness = 16 }
}
counters = {
light_cavalry = 2
heavy_cavalry = 2
camel_cavalry = 2
elephant_cavalry = 2
}
buy_cost = { gold = accolade_pikemen_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_pikemen
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_asia
}
illustration = {
reference = pikemen
}
}
accolade_maa_outriders = {
type = light_cavalry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:outrider_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 20
pursuit = 40
screen = 40
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
hills = { damage = -3 }
mountains = { damage = -5 pursuit = -10 }
desert_mountains = { damage = -8 pursuit = -10 }
wetlands = { damage = -8 toughness = -5 pursuit = -15 screen = -15 }
}
counters = {
archers = 2
gunpowder = 2
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = accolade_light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = light_cavalry_asia
}
illustration = {
reference = light_cavalry
}
}
accolade_maa_vanguards = {
type = heavy_infantry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:vanguard_attribute
}
accolade_rank >= 3
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
damage = 45
toughness = 35
pursuit = 0
screen = 0
counters = {
pikemen = 2
peasant_militia = 4
}
buy_cost = { gold = accolade_heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = 75
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
accolade_maa_lancers = {
type = heavy_cavalry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:lancer_attribute
}
accolade_rank >= 3
}
}
damage = 200
toughness = 70
pursuit = 40
screen = 0
terrain_bonus = {
plains = { damage = 60 }
drylands = { damage = 60 }
hills = { damage = -10 }
mountains = { damage = -35 }
desert_mountains = { damage = -35 }
wetlands = { damage = -35 toughness = -5 pursuit = -5 }
}
counters = {
archers = 2
gunpowder = 2
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = accolade_heavy_cavalry_recruitment_cost }
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
max_sub_regiments = 6
stack = 50
ai_quality = {
value = culture_ai_weight_heavy_cavalry
add = 100
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_cavalry_asia
}
illustration = {
reference = heavy_cavalry
}
}
accolade_maa_crossbowers = {
type = archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:crossbowmen_attribute
}
accolade_rank >= 3
}
}
damage = 60
toughness = 30
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 20 }
plains = { toughness = -4 }
drylands = { toughness = -4 }
desert = { toughness = -4 }
}
counters = {
heavy_infantry = 2
heavy_cavalry = 2
archer_cavalry = 1
}
buy_cost = { gold = accolade_crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = 100
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
accolade_maa_cameliers = {
type = camel_cavalry
icon = camel_riders
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:camelry_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 20
pursuit = 30
screen = 30
terrain_bonus = {
desert = { damage = 40 toughness = 16 }
drylands = { damage = 30 toughness = 16 }
oasis = { damage = 30 }
floodplains = { damage = 10 }
hills = { damage = -5 }
desert_mountains = { damage = -5 pursuit = -5 }
mountains = { damage = -8 pursuit = -10 }
wetlands = { damage = -8 toughness = -5 pursuit = -10 screen = -10 }
}
counters = {
light_cavalry = 2
}
winter_bonus = {
normal_winter = { damage = -3 }
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = accolade_camel_rider_recruitment_cost }
low_maintenance_cost = { gold = camel_rider_low_maint_cost }
high_maintenance_cost = { gold = camel_rider_high_maint_cost }
provision_cost = @provisions_cost_cavalry_moderate
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_camels
add = 75
}
}
accolade_maa_elephantiers = {
type = elephant_cavalry
icon = war_elephants
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:elephantry_attribute
}
accolade_rank >= 3
}
}
damage = 400
toughness = 100
pursuit = 0
screen = 0
siege_value = 0.2
terrain_bonus = {
jungle = { damage = 100 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -30 toughness = -5 }
harsh_winter = { damage = -60 toughness = -10 }
}
buy_cost = { gold = accolade_war_elephant_recruitment_cost }
low_maintenance_cost = { gold = war_elephant_low_maint_cost }
high_maintenance_cost = { gold = war_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
max_sub_regiments = 4
stack = 25
hired_stack_size = 10
ai_quality = {
value = culture_ai_weight_elephants
add = 100
}
}
accolade_maa_horse_archers = {
type = archer_cavalry
icon = horse_archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:horse_archer_attribute
}
accolade_rank >= 3
}
}
damage = 45
toughness = 20
pursuit = 40
screen = 30
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
mountains = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
buy_cost = { gold = accolade_horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
max_sub_regiments = 5
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100
}
}
accolade_maa_handgunners = {
type = gunpowder
damage = 56
toughness = 20 # ARMOR
pursuit = 0
screen = 5
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:gunpowder_attribute
}
accolade_rank >= 3
}
# no powder magazine requirements for Accolade Handgunners
culture = { has_innovation = innovation_gunpowder }
}
terrain_bonus = {
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = handgunner_recruitment_cost }
low_maintenance_cost = { gold = handgunner_low_maint_cost }
high_maintenance_cost = { gold = handgunner_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
max_sub_regiments = 8
stack = 100
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
icon = gunpowder
}

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@ -1,170 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
vigmen = {
type = archers
damage = 18
toughness = 20
pursuit = 0
screen = 22
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_vigmen }
}
terrain_bonus = {
farmlands = { damage = 10 toughness = 6 screen = 6 }
plains = { damage = 6 toughness = 4 screen = 4 }
taiga = { damage = 4 screen = 6 }
}
counters = {
skirmishers = 1
}
winter_bonus = {
normal_winter = { toughness = 3 screen = 5 }
harsh_winter = { toughness = 3 screen = 5 }
}
buy_cost = { gold = vigmen_recruitment_cost }
low_maintenance_cost = { gold = vigmen_low_maint_cost }
high_maintenance_cost = { gold = vigmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = culture_ai_weight_vigmen }
icon = vigmen
}
bondi = {
type = pikemen
damage = 14
toughness = 18
pursuit = 12
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_bondi }
}
terrain_bonus = {
farmlands = { damage = 10 toughness = 6 pursuit = 10 }
plains = { damage = 6 toughness = 4 pursuit = 6 }
hills = { damage = -4 pursuit = -6 }
mountains = { damage = -4 pursuit = -6 }
desert_mountains = { damage = -4 pursuit = -6 }
}
counters = {
light_cavalry = 1
archers = 1
}
winter_bonus = {
normal_winter = { damage = 4 pursuit = 5 }
harsh_winter = { damage = 4 pursuit = 5 }
}
buy_cost = { gold = bondi_recruitment_cost }
low_maintenance_cost = { gold = bondi_low_maint_cost }
high_maintenance_cost = { gold = bondi_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = bondi
}
varangian_veterans = {
type = heavy_infantry
damage = 45
toughness = 30
pursuit = 10
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_varangian_veterans }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 6 toughness = 4 }
plains = { damage = 6 toughness = 4 }
hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
winter_bonus = {
normal_winter = { toughness = 6 screen = 6 }
harsh_winter = { toughness = 6 screen = 6 }
}
buy_cost = { gold = varangian_veterans_recruitment_cost }
low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = varangian_veterans
}
jomsviking_pirates = {
type = skirmishers
special_recruit_only = yes
damage = 30
toughness = 30
pursuit = 40
screen = 40
counters = {
heavy_infantry = 1
archers = 1
}
winter_bonus = {
normal_winter = { damage = 8 pursuit = 8 }
harsh_winter = { damage = 8 pursuit = 8 }
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = jomsviking_pirates
}

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@ -1,434 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
ayrudzi = {
type = light_cavalry
damage = 50
toughness = 30
pursuit = 20
screen = 30
terrain_bonus = {
hills = { damage = 30 toughness = 20 }
mountains = { damage = 20 toughness = 10 }
drylands = { damage = 10 }
plains = { damage = 10 }
wetlands = { damage = -30 toughness = -20 pursuit = -20 screen = -25 }
jungle = { damage = -30 toughness = -20 pursuit = -20 screen = -25 }
}
counters = {
archers = 1
archer_cavalry = 0.5
gunpowder = 1
}
winter_bonus = {
harsh_winter = { damage = -5 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_ayrudzi }
}
buy_cost = { gold = ayrudzi_recruitment_cost }
low_maintenance_cost = { gold = ayrudzi_low_maint_cost }
high_maintenance_cost = { gold = ayrudzi_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = counter_synergy_ai_weight_light_cavalry
}
icon = ayrudzi
}
conrois = {
type = heavy_cavalry
damage = 100
toughness = 25
pursuit = 10
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
farmlands = { damage = 30 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
jungle = { damage = -75 toughness = -10 pursuit = -10 }
}
counters = {
archers = 1
light_cavalry = 1
gunpowder = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_conrois }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -25 toughness = -10 }
}
buy_cost = { gold = conrois_recruitment_cost }
low_maintenance_cost = { gold = conrois_low_maint_cost }
high_maintenance_cost = { gold = conrois_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 35 ] }
icon = conrois
}
akritai = {
type = skirmishers
damage = 10
toughness = 14
pursuit = 12
screen = 18
terrain_bonus = {
mountains = { damage = 10 toughness = 10 }
desert_mountains = { damage = 6 toughness = 6 }
hills = { damage = 6 toughness = 6 }
forest = { toughness = 4 }
wetlands = { toughness = 4 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai }
}
buy_cost = { gold = akritai_recruitment_cost }
low_maintenance_cost = { gold = akritai_low_maint_cost }
high_maintenance_cost = { gold = akritai_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = @[cultural_maa_extra_ai_score - 90] }
icon = akritai
}
ballistrai = {
type = archers
damage = 35
toughness = 12
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
farmlands = { damage = 8 toughness = 6 }
plains = { damage = 8 }
hills = { damage = 8 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
heavy_infantry = 0.5
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_ballistrai }
}
buy_cost = { gold = ballistrai_recruitment_cost }
low_maintenance_cost = { gold = ballistrai_low_maint_cost }
high_maintenance_cost = { gold = ballistrai_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
icon = ballistrai
}
skoutatoi = {
type = pikemen
damage = 22
toughness = 26
pursuit = 0
screen = 20
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 8 }
plains = { damage = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_skoutatoi }
}
buy_cost = { gold = skoutatoi_recruitment_cost }
low_maintenance_cost = { gold = skoutatoi_low_maint_cost }
high_maintenance_cost = { gold = skoutatoi_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 20]
add = counter_synergy_ai_weight_pikemen
}
icon = skoutatoi
}
varangian_guards = {
type = heavy_infantry
damage = 45
toughness = 32
pursuit = 10
screen = 5
can_recruit = {
exists = scope:title
scope:title = {
has_variable = founded_varangian_guard
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 12 toughness = 8 }
plains = { damage = 6 toughness = 4 }
hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
winter_bonus = {
normal_winter = { toughness = 6 screen = 6 }
harsh_winter = { toughness = 6 screen = 6 }
}
buy_cost = { gold = varangian_guards_recruitment_cost }
low_maintenance_cost = { gold = varangian_guards_low_maint_cost }
high_maintenance_cost = { gold = varangian_guards_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 40]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = varangian_guard
}
handpicked_faithful = {
type = heavy_infantry
damage = 38
toughness = 28
pursuit = 5
screen = 5
can_recruit = {
domicile ?= { has_domicile_parameter = camp_unlocks_handpicked_faithful_maa_type }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
hills = { damage = 6 toughness = 4 }
forest = { damage = 6 toughness = 4 }
jungle = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
buy_cost = { gold = handpicked_faithful_recruitment_cost }
low_maintenance_cost = { gold = handpicked_faithful_low_maint_cost }
high_maintenance_cost = { gold = handpicked_faithful_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 50]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = heavy_infantry
}
maa_bandits = {
type = skirmishers
special_recruit_only = yes
damage = 15
toughness = 20
pursuit = 20
screen = 25
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
hills = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
archers = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = skirmishers
}
maa_poachers = {
type = archers
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 10
screen = 10
terrain_bonus = {
hills = { damage = 10 toughness = 6 }
forest = { toughness = 10 screen = 10 }
jungle = { toughness = 10 screen = 10 }
}
counters = {
skirmishers = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = bowmen
}
maa_marauders = {
type = light_cavalry
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 40
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
farmlands = { damage = 25 }
}
counters = {
archers = 1
gunpowder = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = light_cavalry
}
maa_thieves = {
type = pikemen
special_recruit_only = yes
damage = 30
toughness = 20
pursuit = 10
screen = 10
terrain_bonus = {
mountains = { toughness = 15 }
desert_mountains = { toughness = 15 }
hills = { toughness = 10 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = pikemen
}

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@ -1,405 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
nomadic_riders = {
type = nomadic_horde
damage = 12
toughness = 12
pursuit = 10
screen = 15
terrain_bonus = {
steppe = { damage = 8 pursuit = 10 }
plains = { damage = 4 pursuit = 6 }
drylands = { damage = 4 pursuit = 6 }
}
# No cost as this is the basic type of MAA given by converting your Herd
provision_cost = @provisions_cost_cavalry_cheap
# Prevents this MaA type from being shown in the interface
# Nomadic Riders are always created and raised from code
special_recruit_only = yes
stack = 100
# No AI for the same reason as above
icon = nomadic_riders
}
torch_bearers = {
type = siege_weapon
fights_in_main_phase = no
damage = 20
toughness = 12
siege_tier = 1
siege_value = 0.1
can_recruit = {
government_has_flag = government_is_nomadic
}
holding_bonus = {
nomad_holding = {
siege_value = 0.3
}
tribal_holding = {
siege_value = 0.1
}
}
buy_cost = { gold = torch_bearers_recruitment_cost }
low_maintenance_cost = { gold = torch_bearers_low_maint_cost }
high_maintenance_cost = { gold = torch_bearers_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = torch_bearers
}
kheshig = {
type = archer_cavalry
damage = 94
toughness = 60
pursuit = 24
screen = 36
terrain_bonus = {
steppe = { damage = 90 screen = 20 }
plains = { damage = 50 screen = 10 }
drylands = { damage = 20 }
jungle = { damage = -40 pursuit = -20 }
wetlands = { damage = -70 pursuit = -40 }
mountains = { damage = -70 pursuit = -40 }
desert_mountains = { damage = -70 pursuit = -40 }
}
can_recruit = {
dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_4 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
elephant_cavalry = 1
}
max_regiments = 1
buy_cost = { gold = kheshig_recruitment_cost }
low_maintenance_cost = { gold = kheshig_veterans_low_maint_cost }
high_maintenance_cost = { gold = kheshig_veterans_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = { value = 100 }
icon = keshig
}
steppe_raiders = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
steppe = { damage = 15 }
plains = { damage = 15 }
drylands = { damage = 15 }
desert = { damage = 10 }
forest = { damage = 5 }
taiga = { damage = 5 }
mountains = { damage = -5 pursuit = -10 }
desert_mountains = { damage = -5 pursuit = -10 }
wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -15 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
}
buy_cost = { gold = steppe_raiders_recruitment_cost }
low_maintenance_cost = { gold = steppe_raiders_low_maint_cost }
high_maintenance_cost = { gold = steppe_raiders_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
add = -20
}
icon = steppe_raiders
}
heavy_horse_archers = {
type = archer_cavalry
damage = 92
toughness = 42
pursuit = 24
screen = 24
terrain_bonus = {
steppe = { damage = 80 }
plains = { damage = 40 }
forest = { damage = -20 pursuit = -10 }
taiga = { damage = -20 pursuit = -10 }
jungle = { damage = -50 pursuit = -25 }
wetlands = { damage = -85 pursuit = -40 }
mountains = { damage = -85 pursuit = -40 }
desert_mountains = { damage = -85 pursuit = -40 }
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
exists = domicile
}
domicile = {
has_domicile_parameter = unlock_maa_heavy_horse_archers
}
}
}
counters = {
light_cavalry = 1
elephant_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_horse_archers_recruitment_cost }
low_maintenance_cost = { gold = heavy_horse_archers_low_maint_cost }
high_maintenance_cost = { gold = heavy_horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = heavy_horse_archers
}
nomad_lancers = {
type = heavy_cavalry
damage = 120
toughness = 30
pursuit = 20
screen = 0
terrain_bonus = {
steppe = { damage = 50 }
plains = { damage = 40 }
drylands = { damage = 10 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
counters = {
archers = 0.5
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = nomad_lancers_recruitment_cost }
low_maintenance_cost = { gold = nomad_lancers_low_maint_cost }
high_maintenance_cost = { gold = nomad_lancers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = culture_ai_weight_heavy_cavalry
add = 100
}
icon = nomad_lancers
}
mangudai = {
type = archer_cavalry
damage = 50
toughness = 6
pursuit = 60
screen = 10
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
hills = { damage = 10 }
mountains = { damage = -10 pursuit = -10 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
pikemen = 0.5
peasant_militia = 2
heavy_infantry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_mangudai }
}
buy_cost = { gold = mangudai_recruitment_cost }
low_maintenance_cost = { gold = mangudai_low_maint_cost }
high_maintenance_cost = { gold = mangudai_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
}
icon = mangudai
}
cataphract_archers = {
type = heavy_cavalry
damage = 90
toughness = 52
pursuit = 20
screen = 10
terrain_bonus = {
steppe = { damage = 40 }
drylands = { damage = 40 }
plains = { damage = 40 }
hills = { damage = -20 }
desert_mountains = { damage = -50 }
mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract_archers }
#Either non-nomadic or has some dominance
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
OR = {
NOT = {
government_has_flag = government_is_nomadic
}
has_realm_law_flag = unlock_maa_nomad_lancers
}
}
counters = {
archer_cavalry = 1
archers = 1
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = cataphract_archers_recruitment_cost }
low_maintenance_cost = { gold = cataphract_archers_low_maint_cost }
high_maintenance_cost = { gold = cataphract_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 200
}
icon = cataphract_archers
}
maturkan_warriors = {
type = archers
damage = 16
toughness = 15
pursuit = 0
screen = 16
terrain_bonus = {
taiga = { damage = 12 toughness = 6 }
forest = { damage = 10 toughness = 4 }
hills = { damage = 6 toughness = 3 }
mountains = { damage = 6 toughness = 3 }
}
counters = {
skirmishers = 1
}
winter_bonus = {
harsh_winter = { toughness = 6 screen = 12 }
normal_winter = { toughness = 4 screen = 8 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_maturkan_warriors }
}
buy_cost = { gold = maturkan_warriors_recruitment_cost }
low_maintenance_cost = { gold = maturkan_warriors_low_maint_cost }
high_maintenance_cost = { gold = maturkan_warriors_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = counter_synergy_ai_weight_archers
}
icon = maturkan_warriors
}

View file

@ -1,676 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
emishi_horse_archers = {
type = archer_cavalry
damage = 28
toughness = 12
pursuit = 35
screen = 30
terrain_bonus = {
forest = { damage = 12 pursuit = 12 }
plains = { damage = 6 pursuit = 8 }
hills = { damage = 6 pursuit = 8 }
terraced_hills = { damage = 4 toughness = 6 }
mountains = { damage = 4 pursuit = 6 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
culture = { has_cultural_parameter = unlock_emishi_horse_archers_units }
}
buy_cost = { gold = light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = emishi_horse_archers
}
japanese_horse_archers = {
type = archer_cavalry
damage = 96
toughness = 34
pursuit = 40
screen = 20
terrain_bonus = {
steppe = { damage = 20 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
wetlands = { damage = -50 pursuit = -50 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
}
winter_bonus = {
harsh_winter = { damage = -10 toughness = -5 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_mounted_samurai_units }
}
buy_cost = { gold = horse_archers_recruitment_cost }
low_maintenance_cost = { gold = horse_archers_low_maint_cost }
high_maintenance_cost = { gold = horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_moderate
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = japanese_horse_archers
}
warrior_monks = {
type = pikemen
damage = 22
toughness = 26
pursuit = 0
screen = 20
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 8 }
terraced_hills = { toughness = 8 }
plains = { damage = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_warrior_monk_units }
}
buy_cost = {
piety = warrior_monks_piety_recruitment_cost
}
low_maintenance_cost = {
piety = warrior_monks_piety_low_maint_cost
}
high_maintenance_cost = {
piety = warrior_monks_piety_high_maint_cost
}
provision_cost = @provisions_cost_infantry_moderate
fallback_in_hired_troops_if_unlocked = yes
allowed_in_hired_troops = yes
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 20]
add = counter_synergy_ai_weight_pikemen
}
icon = warrior_monks
}
fire_lancers = {
type = gunpowder
damage = 40
toughness = 8
pursuit = 0
screen = 0
can_recruit = {
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
culture = { has_cultural_parameter = unlock_fire_lancers_units }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
holy_order_fallback = yes
stack = 100
hired_stack_size = 50
icon = fire_lance
}
gakgung_archers = {
type = archers
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_gakgung_archers }
}
damage = 25
toughness = 8
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 6 }
terraced_hills = { damage = 10 toughness = 6 }
mountains = { damage = 6 toughness = 10 }
forest = { toughness = 4 screen = 4 }
wetlands = { damage = -2 }
}
counters = {
skirmishers = 1
heavy_cavalry = 1
gunpowder = 1
}
buy_cost = { gold = gakgung_archers_recruitment_cost }
low_maintenance_cost = { gold = gakgung_archers_low_maint_cost }
high_maintenance_cost = { gold = gakgung_archers_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = gakgung_archers
}
ballista_elephant = {
type = elephant_cavalry
damage = 180
toughness = 75
pursuit = 30
screen = 20
siege_value = 0.1
can_recruit = {
culture ?= {
has_innovation = innovation_elephantry
has_innovation = innovation_advanced_bowmaking
}
NOT = { is_landless_adventurer = yes }
}
terrain_bonus = {
jungle = { damage = 50 }
mountains = { damage = -50 }
desert_mountains = { damage = -50 }
wetlands = { damage = -50 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -20 toughness = -5 }
harsh_winter = { damage = -40 toughness = -10 }
}
buy_cost = { gold = ballista_elephant_recruitment_cost }
low_maintenance_cost = { gold = ballista_elephant_low_maint_cost }
high_maintenance_cost = { gold = ballista_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 25
hired_stack_size = 10
ai_quality = { value = culture_ai_weight_elephants }
icon = ballista_elephant
}
pesilat_warriors = {
type = skirmishers
damage = 24
toughness = 10
pursuit = 12
screen = 5
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_pesilat }
}
terrain_bonus = {
jungle = { toughness = 6 screen = 6 }
terraced_hills = { damage = 6 toughness = 6 }
wetlands = { toughness = 4 screen = 3 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = pesilat_warriors_recruitment_cost }
low_maintenance_cost = { gold = pesilat_warriors_low_maint_cost }
high_maintenance_cost = { gold = pesilat_warriors_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = pesilat_warrior
}
samurai = {
type = heavy_infantry
damage = 45
toughness = 25
pursuit = 12
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_infantry_samurai_units }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 6 toughness = 4 }
plains = { damage = 6 toughness = 4 }
terraced_hills = { damage = 6 toughness = 4 }
mountains = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
buy_cost = { gold = samurai_recruitment_cost }
low_maintenance_cost = { gold = samurai_low_maint_cost }
high_maintenance_cost = { gold = samurai_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = samurai
}
zhanmadao_infantry = {
type = heavy_infantry
damage = 36
toughness = 28
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_zhanmadao }
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 6 toughness = 4 }
plains = { damage = 6 toughness = 4 }
terraced_hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
}
buy_cost = { gold = zhanmadao_infantry_recruitment_cost }
low_maintenance_cost = { gold = zhanmadao_infantry_low_maint_cost }
high_maintenance_cost = { gold = zhanmadao_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 60 ]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = zhanmadao_infantry
}
tiefutu = {
type = heavy_cavalry
damage = 100
toughness = 40
pursuit = 15
screen = 10
terrain_bonus = {
plains = { damage = 30 toughness = 5 }
drylands = { damage = 30 }
hills = { damage = -10 }
terraced_hills = { damage = -10 }
mountains = { damage = -50 }
desert_mountains = { damage = -50 }
wetlands = { damage = -80 toughness = -15 pursuit = -10 }
jungle = { damage = -80 toughness = -15 pursuit = -10 }
}
counters = {
archers = 1
pikemen = 1
gunpowder = 1
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -30 toughness = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_tiefutu }
culture = {
has_innovation = innovation_arched_saddle
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
buy_cost = { gold = tiefutu_recruitment_cost }
low_maintenance_cost = { gold = tiefutu_low_maint_cost }
high_maintenance_cost = { gold = tiefutu_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = tiefutu_cavalry
}
burenjia = {
type = heavy_infantry
damage = 32
toughness = 32
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_burenjia }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 5 toughness = 6 }
plains = { damage = 5 toughness = 6 }
terraced_hills = { damage = 5 toughness = 6 }
hills = { damage = 5 toughness = 6 }
}
counters = {
pikemen = 1
peasant_militia = 2
archers = 1.5
}
buy_cost = { gold = burenjia_recruitment_cost }
low_maintenance_cost = { gold = burenjia_low_maint_cost }
high_maintenance_cost = { gold = burenjia_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 60 ]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = burenjia_infantry
}
rocket_carts = {
type = archers
damage = 45
toughness = 12
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
farmlands = { damage = 8 toughness = 6 }
plains = { damage = 8 }
hills = { damage = 8 }
terraced_hills = { damage = 8 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
heavy_infantry = 0.5
}
buy_cost = { gold = rocket_carts_recruitment_cost }
low_maintenance_cost = { gold = rocket_carts_low_maint_cost }
high_maintenance_cost = { gold = rocket_carts_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
icon = hwacha
}
ballista = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = ballista_recruitment_cost }
low_maintenance_cost = { gold = ballista_low_maint_cost }
high_maintenance_cost = { gold = ballista_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = ballista
}
cloud_ladder = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = cloud_ladder_recruitment_cost }
low_maintenance_cost = { gold = cloud_ladder_low_maint_cost }
high_maintenance_cost = { gold = cloud_ladder_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
icon = cloud_ladder
}
siege_tower = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = siege_tower_recruitment_cost }
low_maintenance_cost = { gold = siege_tower_low_maint_cost }
high_maintenance_cost = { gold = siege_tower_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
icon = siege_tower
}
cannon = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = cannon_recruitment_cost }
low_maintenance_cost = { gold = cannon_low_maint_cost }
high_maintenance_cost = { gold = cannon_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
icon = cannon
}

View file

@ -1777,7 +1777,7 @@ default_coastal_sea=coastal_sea
2060=mountains
2061=mountains
2062=farmlands
2063=hills
2063=mountains
2064=hills
2065=wetlands
2066=wetlands
@ -1931,7 +1931,7 @@ default_coastal_sea=coastal_sea
2214=plains
2215=forest
2216=mountains
2217=mountains
2217=hills
2218=hills
2219=forest
2220=forest
@ -2944,7 +2944,7 @@ default_coastal_sea=coastal_sea
3227=plains
3228=plains
3256=forest
3258=hills
3258=mountains
3266=jungle
3267=jungle
3268=jungle
@ -11971,3 +11971,4 @@ default_coastal_sea=coastal_sea
13276=mountains
13277=mountains
13278=mountains
13279=mountains

View file

@ -22889,14 +22889,15 @@
winter_severity_bias = 0.30
}
## c_ardeche
# b_viviers
2063 ={
winter_severity_bias = 0.20
}
# b_privas
2063 = {winter_severity_bias = 0.20}
# b_annonay
3258 ={
winter_severity_bias = 0.20
}
2217 = {winter_severity_bias = 0.20}
# b_aubenas
2217 = {winter_severity_bias = 0.20}
# b_largentiere
13279 = {winter_severity_bias = 0.20}
## c_carcassonne
# b_carcassonne
2006 ={

View file

@ -9,6 +9,17 @@
religion_tag = novelist_religion
#Protestant
religion_tag = protestant_religion
### Esoterics
#Wiccans
religion_tag = wicca_religion
### Pagans
#Druidics
religion_tag = druidic_religion
# Temp measure before religion doctrines set up for religions w/ PotB access
has_doctrine = special_doctrine_people_of_the_book
}
}

View file

@ -245,6 +245,7 @@
holy_site = luxembourg
#Special Tolerance | placeholder
doctrine = special_doctrine_people_of_the_book
#Tenets | placeholder
doctrine = core_tenet_belle_epoque
@ -390,7 +391,7 @@
#holy_site = segrada_familia
#Special Tolerance | placeholder
#doctrine = special_doctrine_ecumenical_christian
doctrine = special_doctrine_people_of_the_book
#Tenets | placeholder
doctrine = tenet_adaptive

BIN
N3OW/gfx/coat_of_arms/colored_emblems/NEOW_ce_bridge_3.dds (Stored with Git LFS) Normal file

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View file

@ -93,6 +93,7 @@ NEOW_ce_arnor_sceptre.dds = { colors = 1 category = manmade }
NEOW_ce_bishops_mitre.dds = { colors = 3 category = manmade }
NEOW_ce_bohemia_crown.dds = { colors = 3 category = manmade }
NEOW_ce_bosphorus.dds = { colors = 1 category = manmade }
NEOW_ce_bridge_3.dds = { colors = 1 category = manmade }
NEOW_ce_crown_french_closed.dds = { colors = 2 category = manmade }
NEOW_ce_crown_koln.dds = { colors = 2 category = manmade }
NEOW_ce_crown_koln_imperial.dds = { colors = 3 category = manmade }

View file

@ -67787,5 +67787,11 @@
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position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
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View file

@ -9913,8 +9913,8 @@
}
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id=2063
position={ 1185.077637 0.000000 2740.085449 }
rotation={ -0.000000 -0.469259 -0.000000 -0.883060 }
position={ 1197.321045 0.000000 2746.493896 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
@ -10837,8 +10837,8 @@
}
{
id=2217
position={ 1162.077637 0.000000 2740.085449 }
rotation={ -0.000000 -0.580496 -0.000000 0.814263 }
position={ 1201.259766 0.000000 2779.274902 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
@ -16675,8 +16675,8 @@
}
{
id=3258
position={ 1194.077637 0.000000 2775.085449 }
rotation={ -0.000000 -0.999781 -0.000000 0.020903 }
position={ 1187.098511 0.000000 2732.436035 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
@ -52543,7 +52543,7 @@
}
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id=9648
position={ 435.077637 0.000000 3370.085571 }
position={ 435.077637 0.000000 3370.085449 }
rotation={ 0.000000 0.400196 0.000000 0.916429 }
scale={ 1.000000 1.000000 1.000000 }
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@ -52597,7 +52597,7 @@
}
{
id=9657
position={ 575.077637 0.000000 3604.085571 }
position={ 575.077637 0.000000 3604.085449 }
rotation={ 0.000000 0.790032 0.000000 -0.613065 }
scale={ 1.000000 1.000000 1.000000 }
}
@ -52699,19 +52699,19 @@
}
{
id=9676
position={ 552.077637 0.000000 3524.085571 }
position={ 552.077637 0.000000 3524.085449 }
rotation={ 0.000000 0.455445 0.000000 0.890264 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=9677
position={ 583.077637 0.000000 3524.085571 }
position={ 583.077637 0.000000 3524.085449 }
rotation={ 0.000000 0.455445 0.000000 0.890264 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=9678
position={ 500.077637 0.000000 3517.085571 }
position={ 500.077637 0.000000 3517.085449 }
rotation={ 0.000000 0.455445 0.000000 0.890264 }
scale={ 1.000000 1.000000 1.000000 }
}
@ -52729,7 +52729,7 @@
}
{
id=9681
position={ 573.077637 0.000000 3467.085571 }
position={ 573.077637 0.000000 3467.085449 }
rotation={ 0.000000 0.935039 0.000000 -0.354546 }
scale={ 1.000000 1.000000 1.000000 }
}
@ -53215,7 +53215,7 @@
}
{
id=9762
position={ 1355.077637 0.000000 3055.085571 }
position={ 1355.077637 0.000000 3055.085449 }
rotation={ 0.000000 0.466486 0.000000 -0.884528 }
scale={ 1.000000 1.000000 1.000000 }
}
@ -53341,13 +53341,13 @@
}
{
id=9783
position={ 1373.077637 0.000000 2929.085571 }
position={ 1373.077637 0.000000 2929.085449 }
rotation={ 0.000000 0.956689 0.000000 0.291111 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=9784
position={ 1394.077637 0.000000 2933.085571 }
position={ 1394.077637 0.000000 2933.085449 }
rotation={ 0.000000 0.315154 0.000000 -0.949041 }
scale={ 1.000000 1.000000 1.000000 }
}
@ -67931,5 +67931,11 @@
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13279
position={ 1175.083618 0.000000 2729.641113 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
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}

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@ -72389,5 +72389,11 @@ game_object_locator={
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13279
position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
}
}

View file

@ -53520,5 +53520,11 @@
rotation={ -0.000000 0.261220 -0.000000 0.965279 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13279
position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
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}

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@ -72418,5 +72418,11 @@ game_object_locator={
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
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position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
}
}

View file

@ -67787,5 +67787,11 @@ game_object_locator={
rotation={ -0.000000 -0.000025 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13279
position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
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}

View file

@ -67787,5 +67787,11 @@
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scale={ 1.000000 1.000000 1.000000 }
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{
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position={ 6802.000000 0.000000 2244.000000 }
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View file

@ -26093,5 +26093,11 @@
rotation={ 0.000000 0.000000 0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
{
id=13279
position={ 6802.000000 0.000000 2244.000000 }
rotation={ -0.000000 -0.000000 -0.000000 1.000000 }
scale={ 1.000000 1.000000 1.000000 }
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1224,19 +1224,21 @@
}
}
###c_ardeche
2063 = {
2063 = { # Privas
culture = rottisch
religion = rocambolist
holding = castle_holding
}
3258 = {
2217 = { # Annonay
holding = city_holding
}
3258 = { # Aubenas
holding = church_holding
}
2217 = {
culture = provencal
religion = rocambolist
holding = castle_holding
13279 = { # Largentière
holding = none
}
##d_toulouse
###c_toulouse
2214 = {

View file

@ -2959,6 +2959,16 @@
cn_b_o_hat_navela:0 "Bônavela"
cn_camargo:0 "Camargo"
cn_camarga:0 "Camarga"
cn_ard_e_grv_cha:0 "Ardècha"
cn_ardecha:0 "Ardecha"
cn_ardecho:0 "Ardecho"
cn_priv_a_grv_s:0 "Privàs"
cn_priva:0 "Priva"
cn_anonai:0 "Anonai"
cn_anounai:0 "Anounai"
cn_auben_a_grv_s:0 "Aubenàs"
cn_l_pst_argenti_e_grv_ira:0 "L'Argentièira"
cn_l_pst_argentiero:0 "L'Argentiero"
#Bavarian
cn_allgai:0 "Allgai"

View file

@ -1010,7 +1010,6 @@
b_atush:0 "Atush"
b_atyrau:0 "Atyrau"
b_aube:0 "Migennes"
b_aubenas:0 "Aubenas"
b_auberoche:0 "Auberoche"
b_aubonne:0 "Aubonne"
b_aubusson:0 "Aubusson"
@ -5792,7 +5791,6 @@
b_laranda:0 "Laranda"
b_laredo:0 "Laredo"
b_lareole:0 "La Réole"
b_largentiere:0 "Largentière"
b_lari_bandar:0 "Lari Bandar"
b_larijan:0 "Larijan"
b_larino:0 "Larino"
@ -8020,7 +8018,6 @@
b_prishib:0 "Prishib"
b_pristina:0 "Priština"
b_prithiminagar:0 "Prithiminagar"
b_privas:0 "Privas"
b_prizren:0 "Prizren"
b_prochabert:0 "Prochabert"
b_prodromos:0 "Prodromos"
@ -10872,7 +10869,6 @@
b_vitoria:0 "Vitoria"
b_vitry_en_perthois:0 "Montmirail"
b_viveiro:0 "Viveiro"
b_viviers:0 "Viviers"
b_viyapura:0 "Viyapura"
b_vizagipatam:0 "Vizagipatam"
b_vizakna:0 "Vizakna"
@ -24094,10 +24090,6 @@
b_erg_ghati:0 "Erg Ghati"
c_aosta:0 "Aosta"
c_aosta_adj:0 "Aostan"
c_viennois:0 "Viennois"
c_viennois_adj:0 "Viennoisan"
b_annonay:0 "Annonay"
b_montlaur:0 "Montlaur"
b_karnaphuli:0 "Karnaphuli"
d_yungdrung_bon:0 "Eternal Bön"
@ -24936,6 +24928,8 @@
b_carpentras:0 "Carpentras"
b_apt:0 "Apt"
##Switzerland
d_savoie:0 "Savoy"
d_savoie_adj:0 "Savoisian"
c_savoy:0 "Savoy"
c_savoy_adj:0 "Savoisian"
b_chambery:0 "Chambéry"
@ -24969,6 +24963,10 @@
k_aquitaine_adj:0 "Axitonian"
c_ardeche:0 "Ardèche"
c_ardeche_adj:0 "Ardéchois"
b_privas:0 "Privas"
b_annonay:0 "Annonay"
b_aubenas:0 "Aubenas"
b_largentiere:0 "Largentière"
###Germania
##Swabia

View file

@ -2015,29 +2015,12 @@
2014;170;78;7;AGDE;x
2015;2;81;135;MONTPELLIER;x
2016;44;84;8;NIMES;x
#2017;86;87;136;ARLES;x
#2018;128;90;9;MARSEILLE;x
#2019;170;93;137;TOULON;x
#2020;2;96;10;GRASSE;x
#2021;44;99;138;NICE;x
2017;173;139;35;LYON;x;
2018;228;204;130;VILLEFRANCHE-SUR-SAONE;x;
2019;197;175;107;SAINT-ETIENNE;x;
2020;168;129;11;ROANNE;x;
2021;110;84;7;MONTBRISON;x;
2022;86;102;11;MONACO;x
#2023;128;105;139;AIX;x
#2024;170;108;12;DRAGUGNIAN;x
#2025;2;111;140;Castellane;x
#2026;44;114;13;SISTERON;x
#2027;86;117;141;EMBRUN;x
#2028;128;120;14;GAP;x
#2029;170;123;142;SAINT-MICHEL-DE-MAURIENNE;x
#2030;2;126;15;GRENOBLE;x
#2031;44;129;143;MOUTIERS;x
#2032;86;132;16;CHARTREUSE;x
#2033;128;135;144;VIENNE;x
#2034;170;138;17;ANNECY;x
2023;205;184;121;BOURG-EN-BRESSE;x;
2024;91;73;19;AMBERIEU-EN-BUGEY;x;
2025;150;120;28;OYONNAX;x;
@ -2051,7 +2034,6 @@
2033;237;213;150;MONTELIMAR;x;
2034;145;113;26;NYONS;x;
2035;2;141;145;GENEVA;x
#2036;44;144;18;THONON-LES-BAINS;x
2036;212;158;13;DIE;x;
2037;86;147;146;LAUSANNE;x
2038;128;150;19;MARTIGNY;x
@ -2075,23 +2057,11 @@
2056;44;204;28;PORRENTRUY;x
2057;86;207;156;MONTPELLIARD;x
2058;128;210;29;MULHOUSE;x
#2059;170;0;157;AVIGNON;x
#2060;2;3;30;APT;x
#2061;44;6;158;FORCALQUIER;x
#2062;86;9;31;ORANGE;x
2059;191;178;142;GAP;x;
2060;150;117;28;BRIANCON;x;
2061;191;156;58;EMBRUN;x;
2062;119;92;17;MARSEILLE;x;
2063;128;12;159;VIVIERS;x
#2064;170;15;32;VALENCE;x
#2065;2;18;160;LYON;x
#2066;44;21;33;DIE;x
#2067;86;24;161;VAISON;x
#2068;128;27;34;ROMANS;x
#2069;170;30;162;BELLEY;x
#2070;2;33;35;Villars;x
#2071;44;36;163;BOURG;x
2063;200;124;124;PRIVAS;x;
2064;217;185;95;AIX-EN-PROVENCE;x;
2065;200;172;96;SAINTES-MARIES-DE-LA-MER;x;
2066;175;135;23;ARLES;x;
@ -2245,7 +2215,7 @@
2214;170;39;7;TOULOUSE;x
2215;2;42;135;ALBI;x
2216;44;45;8;USES;x
2217;86;48;136;ALES;x
2217;168;40;40;ANNONAY;x;
2218;128;51;9;CEVENNES;x
2219;170;54;137;LODEVE;x
2220;2;57;10;NAVACELLES;x
@ -2325,18 +2295,14 @@
2294;170;66;47;AURILLAC;x
2295;2;69;175;LA TOUR;x
2296;44;72;48;VELAY;x
#2297;86;75;176;FEURS;x
#2298;128;78;49;MONTBRISON;x
2297;242;180;8;CASTELLANE;x;
2298;226;176;40;BARCELONETTE;x;
2299;170;81;177;THIERS;x
2300;2;84;50;AMBERT;x
#2301;44;87;178;BEAUJEU;x
2301;95;73;12;TOULON;x;
2302;86;90;51;MACON;x
2303;128;93;179;SEMUR-EN-BRIONNAIS;x
2304;170;96;52;CLUNY;x
#2305;2;99;180;ROANNE;x
2305;148;143;128;FREJUS;x;
2306;44;102;53;JILAGNY;x
2307;86;105;181;MOULINS;x
@ -2487,7 +2453,6 @@
2452;86;114;26;STEENWIJK;x
2453;128;117;154;DELFZIJL;x
2454;170;120;27;VAREL;x
#2455;2;123;155;CHAMBERY;x
2455;145;108;9;DRAGUIGNAN;x;
2456;44;126;28;CANAVESE;x
2457;86;129;156;CHAMPAGNOLE;x
@ -3289,10 +3254,9 @@
3253;129;174;154;river_guadalquivir;x
3254;171;177;27;river_guadalquivir;x
3255;127;129;54;KUNLUNSHAN;x
#3256;45;183;28;ALPS 1;x
3256;195;151;30;BRIGNOLES;x;
3257;87;186;156;German Mountains 13;x
3258;129;189;29;Annonay;x
3258;87;1;1;AUBENAS;x;
3259;171;192;157;Northern Apennine Mountains 2;x
3260;3;195;30;NORWEGIAN MOUNTAINS;x
3261;45;198;158;SWEDISH IMPASSIBLE TERRAIN 1;x
@ -8751,11 +8715,6 @@
8714;176;156;57;Fuerteventura;x
8715;8;159;185;Lanzarote;x
8716;50;162;58;Madeira;x
#8717;92;165;186;Monteil;x
#8718;134;168;59;Briancon;x
#8719;176;171;187;Faucigny;x
#8720;8;174;60;Barcelonnette;x
#8721;50;177;188;Puget;x
8717;214;169;47;NICE;x;
8718;129;97;8;GRASSE;x;
8719;253;220;132;MONACO;x;
@ -9750,8 +9709,6 @@
9708;135;156;54;Tolmezzo;x;
9709;177;159;182;Kartitsch;x;
9710;9;162;55;Edolo;x;
#9711;51;165;183;Isola;x;
#9712;93;168;56;Oronaye;x;
9711;225;166;3;ALBERTVILLE;x;
9712;117;91;19;SAINT-JEAN-DE-MAURIENNE;x;
9713;135;171;184;Lungano;x;
@ -9838,7 +9795,6 @@
9794;177;201;97;;x;
9795;9;204;225;;x;
9796;51;207;98;;x;
#9797;93;210;226;;x;
9797;193;164;81;BOURG-SAINT-MAURICE;x;
9798;135;0;99;;x;
9799;2;101;30;;x;
@ -13321,7 +13277,7 @@
13276;248;185;10;ANNECY;x;
13277;189;173;128;THONON-LES-BAINS;x;
13278;127;96;6;BONNEVILLE;x;
#13279;52;32;248;;x;
13279;240;47;47;LARGENTIERE;x;
#13280;53;32;232;;x;
#13281;54;32;236;;x;
#13282;55;32;240;;x;

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View file

@ -1,3 +1,3 @@
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