Merge branch 'main' of https://gitlab.com/new-era-team/N3OW
This commit is contained in:
commit
f80e36f63a
36 changed files with 339 additions and 9404 deletions
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@ -2490,13 +2490,6 @@ c_firenze = {
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color2 = "red"
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}
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}
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c_foix = {
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||||
colored_emblem = {
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||||
texture = "ce_verticle_stripes_02.dds"
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||||
color1 = "yellow"
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||||
color2 = "red"
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||||
}
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||||
}
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||||
c_french_leon = {
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pattern = "pattern_solid.dds"
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color1 = "yellow"
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@ -18101,45 +18094,6 @@ c_labourd = {
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}
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}
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c_rouergue = {
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pattern = "pattern_solid.dds"
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||||
color1 = "red"
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||||
color2 = "yellow"
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||||
colored_emblem = {
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||||
texture = "ce_lion_guardant.dds"
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||||
color1 = "yellow"
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||||
color2 = "yellow"
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||||
color3 = "black"
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||||
instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } }
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}
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}
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c_quercy = {
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pattern = "pattern_solid.dds"
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color1 = "red"
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color2 = "white"
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colored_emblem = {
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||||
texture = "ce_lion_rampant.dds"
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color1 = "white"
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color2 = "white"
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color3 = "black"
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instance = { position = { 0.5 0.50 } scale = { 0.62 0.65 } }
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}
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colored_emblem = {
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texture = "ce_circle.dds"
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color1 = "white"
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color2 = "white"
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instance = { position = { 0.20 0.140 } scale = { 0.18 0.18 } }
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instance = { position = { 0.500 0.140 } scale = { 0.18 0.18 } }
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instance = { position = { 0.80 0.140 } scale = { 0.18 0.18 } }
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||||
instance = { position = { 0.20 0.430 } scale = { 0.18 0.18 } }
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||||
instance = { position = { 0.80 0.430 } scale = { 0.18 0.18 } }
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||||
instance = { position = { 0.22 0.720 } scale = { 0.18 0.18 } }
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instance = { position = { 0.78 0.720 } scale = { 0.18 0.18 } }
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instance = { position = { 0.500 0.870 } scale = { 0.18 0.18 } }
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}
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}
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c_millau = {
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pattern = "pattern_solid.dds"
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color1 = "yellow"
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@ -2293,3 +2293,135 @@ c_toulouse={
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instance={position={0.5 0.75} scale={0.5 0.5}}
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}
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}
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c_quercy={ #Tarn
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pattern="pattern_solid.dds"
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color1=red
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colored_emblem={
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color1=white
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color2=red
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texture="ce_tower.dds"
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instance={scale={0.4 0.4} position={0.5 0.35}}
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instance={scale={0.3 0.3} position={0.285 0.325}}
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instance={scale={0.3 0.3} position={0.715 0.325}}
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instance={scale={0.25 0.25} position={0.125 0.375}}
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instance={scale={0.25 0.25} position={0.875 0.375}}
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}
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colored_emblem={
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color1=white
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texture="NEOW_ce_bridge_3.dds"
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instance={scale={0.660000 0.660000} position={0.285 0.5}}
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instance={scale={0.660000 0.660000} position={0.715 0.5}}
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}
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colored_emblem={
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color1=yellow
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texture="ce_fleur.dds"
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instance={scale={0.15 0.15} position={0.5 0.1}}
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instance={scale={0.15 0.15} position={0.285 0.1}}
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instance={scale={0.15 0.15} position={0.715 0.1}}
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instance={scale={0.15 0.15} position={0.125 0.1}}
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instance={scale={0.15 0.15} position={0.875 0.1}}
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}
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colored_emblem={
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color1=blue
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color2=blue_light
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texture="NEOW_ce_waves_05.dds"
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instance={position={0.5 0.575}}
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}
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}
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c_tarn-et-garonne={
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pattern="pattern_solid.dds"
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color1=red
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color2=blue
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colored_emblem={
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||||
color1=blue
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texture="ce_block_02.dds"
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instance={scale={0.25 0.25} position={0.625 0.125}}
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instance={scale={0.25 0.25} position={0.875 0.375}}
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}
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colored_emblem={
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color1=black
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texture="ce_block_02.dds"
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instance={scale={1 0.01} position={0.5 0.5}}
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instance={scale={0.01 1} position={0.5 0.5}}
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}
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colored_emblem={
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color1=yellow
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color2=yellow
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texture="ce_lion_guardant.dds"
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instance={position={0.27 0.25} scale={0.455 0.455}}
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}
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colored_emblem={
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color1=yellow
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color2=yellow
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texture="ce_lion_guardant.dds"
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instance={position={0.27 0.25} scale={0.455 0.455}}
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}
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colored_emblem={
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color1=white
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color2=white
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texture="ce_lion_rampant.dds"
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instance={position={0.62 0.138} scale={0.225 0.225}}
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instance={position={0.86 0.375} scale={0.225 0.225}}
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}
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colored_emblem={
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color1=yellow
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color2=blue
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texture="ce_grain.dds"
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instance={position={0.62 0.375} scale={0.225 0.225}}
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instance={position={0.86 0.138} scale={0.225 0.225}}
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}
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colored_emblem={
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color1=yellow
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texture="ce_cross_occitan.dds"
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instance={position={0.265 0.71} scale={0.46 0.46}}
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}
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colored_emblem={
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color1=yellow
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color2=blue
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texture="ce_lion_passant_guardant.dds"
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instance={position={0.725 0.715} scale={0.435 0.435}}
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}
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}
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c_rouergue={ #Aveyron
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pattern="pattern_solid.dds"
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color1=red
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color2=yellow
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colored_emblem={
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texture="ce_lion_guardant.dds"
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color1=yellow
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color2=yellow
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color3=black
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instance={position={0.5 0.5} scale={1 1}}
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}
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}
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c_tarn={
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pattern="pattern_horizontal_split_02.dds"
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color1=yellow
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color2=red
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colored_emblem={
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color1=red
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texture="ce_block_02.dds"
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instance={scale={0.3 1}}
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}
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colored_emblem={
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color1=yellow
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texture="ce_cross_occitan.dds"
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instance={position={0.5 0.175} scale={0.4 0.4}}
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}
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}
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c_foix={ #Ariège
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pattern="pattern_shield_03_small.dds"
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color1=yellow
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color2=blue
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colored_emblem={
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color1=yellow
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color2=red
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mask={1}
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texture="ce_verticle_stripes_02.dds"
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}
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colored_emblem={
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color1=white
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texture="ce_bell.dds"
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instance={position={0.5 0.4} scale={0.3 0.3}}
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}
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}
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@ -1,36 +1,35 @@
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pictish = {
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color = hsv { 0.58 1.00 0.72 }
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ethos = ethos_bellicose
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heritage = heritage_brythonic
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language = language_brythonic
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martial_custom = martial_custom_male_only
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head_determination = head_determination_domain
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traditions = {
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tradition_concubines
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tradition_poetry
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tradition_highland_warriors
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tradition_hill_dwellers
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}
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name_list = name_list_pictish
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coa_gfx = { scottish_coa_gfx western_coa_gfx }
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building_gfx = { western_building_gfx }
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clothing_gfx = { northern_clothing_gfx }
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clothing_gfx = { western_clothing_gfx }
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unit_gfx = { western_unit_gfx }
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house_coa_frame = house_frame_24
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house_coa_mask_offset = { 0.0 0.055 }
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house_coa_mask_scale = { 0.9 0.9 }
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ethnicities = {
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5 = caucasian_blond
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30 = caucasian_ginger
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35 = caucasian_brown_hair
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30 = caucasian_dark_hair
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}
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}
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#pictish = {
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# color = hsv { 0.58 1.00 0.72 }
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#
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# ethos = ethos_bellicose
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# heritage = heritage_brythonic
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# language = language_brythonic
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# martial_custom = martial_custom_male_only
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# head_determination = head_determination_domain
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# traditions = {
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# tradition_concubines
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# tradition_poetry
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# tradition_highland_warriors
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# tradition_hill_dwellers
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# }
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#
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# name_list = name_list_pictish
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#
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# coa_gfx = { scottish_coa_gfx western_coa_gfx }
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# building_gfx = { western_building_gfx }
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# clothing_gfx = { northern_clothing_gfx }
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# clothing_gfx = { western_clothing_gfx }
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# unit_gfx = { western_unit_gfx }
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# house_coa_frame = house_frame_24
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# house_coa_mask_offset = { 0.0 0.055 }
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# house_coa_mask_scale = { 0.9 0.9 }
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#
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# ethnicities = {
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# 30 = caucasian_ginger
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# 35 = caucasian_brown_hair
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# 30 = caucasian_dark_hair
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# }
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#}
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welsh = {
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color = welsh
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@ -67,15 +66,6 @@ welsh = {
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}
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}
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ethnicities = {
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5 = caucasian_blond
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30 = caucasian_ginger
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35 = caucasian_brown_hair
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30 = caucasian_dark_hair
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}
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}
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cornish = {
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color = hsv { 0.72 0.6 0.72 }
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@ -7,10 +7,10 @@
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OR = {
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has_cultural_pillar = heritage_anglo_frisian
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has_cultural_pillar = heritage_scottish
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this = culture:maritimer
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this = culture:welsh
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any_parent_culture_or_above = {
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OR = {
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this = culture:maritimer
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this = culture:welsh
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}
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}
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}
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@ -1791,22 +1791,48 @@ e_france = {
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}
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}
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c_ardeche = {
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color = { 195 70 95 }
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color = { 158 11 11 }
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color2 = { 255 255 255 }
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cultural_names = {
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name_list_arpitan=cn_ardecha
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name_list_occitan=cn_ard_e_grv_cha
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name_list_provencal=cn_ardecho
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}
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b_viviers = {
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b_privas = {
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province = 2063
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color = { 195 70 95 }
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color = { 158 141 113 }
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color2 = { 255 255 255 }
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cultural_names = {
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name_list_occitan=cn_priv_a_grv_s
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name_list_provencal=cn_priva
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}
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}
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b_annonay = {
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province = 3258
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color = { 195 70 95 }
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}
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b_montlaur = {
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province = 2217
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color = { 130 120 230 }
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color = { 158 141 113 }
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color2 = { 255 255 255 }
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cultural_names = {
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name_list_occitan=cn_anonai
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name_list_provencal=cn_anounai
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}
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}
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b_aubenas = {
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province = 3258
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color = { 158 141 113 }
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color2 = { 255 255 255 }
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cultural_names = {
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name_list_occitan=cn_auben_a_grv_s
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}
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}
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b_largentiere = {
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province = 13279
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color = { 158 141 113 }
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color2 = { 255 255 255 }
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cultural_names = {
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name_list_provencal=cn_l_pst_argentiero
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name_list_occitan=cn_l_pst_argenti_e_grv_ira
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}
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}
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}
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}
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@ -1839,7 +1865,7 @@ e_france = {
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color = { 175 55 165 }
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}
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}
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c_quercy = {
|
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c_quercy = { #Lot
|
||||
color = { 110 40 225 }
|
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|
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b_cahors = {
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@ -1877,7 +1903,7 @@ e_france = {
|
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color = { 95 24 226 }
|
||||
}
|
||||
}
|
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c_rouergue = {
|
||||
c_rouergue = { #Aveyron
|
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color = { 115 5 210 }
|
||||
|
||||
b_rodez = {
|
||||
|
|
|
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File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
@ -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 ={
|
||||
|
|
|
|||
|
|
@ -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
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -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
BIN
N3OW/gfx/coat_of_arms/colored_emblems/NEOW_ce_bridge_3.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
|
|
@ -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 }
|
||||
|
|
|
|||
|
|
@ -67787,5 +67787,11 @@
|
|||
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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9913,8 +9913,8 @@
|
|||
}
|
||||
{
|
||||
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 @@
|
|||
}
|
||||
{
|
||||
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 }
|
||||
}
|
||||
|
|
@ -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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -72418,5 +72418,11 @@ 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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -67787,5 +67787,11 @@
|
|||
rotation={ -0.000000 -0.987597 -0.000000 0.157013 }
|
||||
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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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
|
|
@ -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 = {
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
Can't render this file because it has a wrong number of fields in line 2018.
|
|
|
@ -1,3 +1,3 @@
|
|||
version https://git-lfs.github.com/spec/v1
|
||||
oid sha256:6ac0630f3e59eafdd933a9911c6fcca65876fa1a5d0684c67cf113dd670a82ce
|
||||
size 2605251
|
||||
oid sha256:553d96760c0982e228ae206d7dff379fa8f372d6392a9ad08ce7fee62641b575
|
||||
size 2605629
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue