various britain changes

This commit is contained in:
edwardtheelbowhigh 2025-11-23 20:29:03 +00:00
parent 426c2c15d0
commit f86895cee2
24 changed files with 2640 additions and 265 deletions

View file

@ -34620,9 +34620,25 @@ k_slovenia={
}
}
e_yugoslavia={
pattern="pattern_tricolor_horizontal_01.dds"
color1=blue
color2=white
color3=red
colored_emblem={
color1=red
color2=yellow
texture="NEOW_ce_jugotorch.dds"
instance={
position={ 0.515000 0.500000 }
scale={ 0.700000 0.700000 }
}
}
}
e_yugoslavia_christian={
pattern="pattern_checkers_12.dds"
color1=blue
color2=red

View file

@ -24,7 +24,13 @@
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
@coinage = "gfx/interface/icons/culture_innovations/innovation_coinage.dds"
@horseshoes = "gfx/interface/icons/culture_innovations/innovation_horseshoes.dds"
@cloud_ladder = "gfx/interface/icons/culture_innovations/innovation_auh_cloud_ladder.dds"
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
@ -33,6 +39,7 @@
#culture_group_military
innovation_battlements = {
skill = stewardship
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @fortifications
@ -50,30 +57,77 @@ innovation_battlements = {
}
innovation_mangonel = {
skill = learning
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @siege_weapons
custom = unlock_maa_mangonel
custom = unlock_siege_maa_second_level
custom = eligible_accolade_besieger_attribute
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_korean
}
}
icon = @cloud_ladder
name = innovation_mangonel_chinese
}
flag = global_regular
flag = early_medieval_era_regular
}
innovation_burhs = {
innovation_burhs = { # Stone Forts in-game
skill = stewardship
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @civil_construction_2
# Suki (柵)
asset = {
trigger = {
has_cultural_pillar = heritage_japonic
}
icon = @civil_construction_2
name = innovation_burhs_japan
}
# Wu Bi/Wū Bì (塢壁)
asset = {
trigger = {
has_cultural_pillar = heritage_chinese
}
icon = @civil_construction_2
name = innovation_burhs_chinese
}
# Burhs
asset = {
trigger = {
has_cultural_pillar = heritage_west_germanic
}
icon = @civil_construction_2
name = innovation_burhs_anglo_saxon
}
# Castra
asset = {
trigger = {
has_cultural_pillar = heritage_latin
}
icon = @civil_construction_2
name = innovation_burhs_latin
}
custom = unlock_early_medieval_military_buildings
character_modifier = {
levy_size = 0.05
levy_attack = 1
levy_toughness = 1
}
flag = global_regular
@ -81,6 +135,7 @@ innovation_burhs = {
}
innovation_house_soldiers = {
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @maa_01
@ -95,9 +150,10 @@ innovation_house_soldiers = {
}
innovation_horseshoes = {
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @weapons_and_armor_01
icon = @horseshoes
character_modifier = {
movement_speed = 0.1
@ -108,6 +164,7 @@ innovation_horseshoes = {
}
innovation_arched_saddle = {
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
icon = @knight
@ -122,6 +179,7 @@ innovation_arched_saddle = {
#culture_group_civic
innovation_hereditary_rule = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @majesty_02
@ -133,6 +191,7 @@ innovation_hereditary_rule = {
}
innovation_manorialism = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @fortifications
@ -149,6 +208,7 @@ innovation_manorialism = {
}
innovation_development_02 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @nobility_03
@ -160,9 +220,10 @@ innovation_development_02 = {
}
innovation_currency_02 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @nobility_01
icon = @coinage
custom = unlock_coinage_rights_contract
@ -175,6 +236,7 @@ innovation_currency_02 = {
}
innovation_royal_prerogative = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @majesty_01
@ -188,6 +250,7 @@ innovation_royal_prerogative = {
}
innovation_chronicle_writing = {
skill = learning
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @administration_3
@ -201,6 +264,7 @@ innovation_chronicle_writing = {
}
innovation_armilary_sphere = {
skill = learning
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @misc_inventions
@ -213,11 +277,38 @@ innovation_armilary_sphere = {
flag = early_medieval_era_regular
}
innovation_baliffs = {
innovation_baliffs = { # Magistrates in-game
skill = stewardship
group = culture_group_civic
culture_era = culture_era_early_medieval
icon = @leadership_1
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_frankish
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_iberian
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
}
}
icon = @leadership_1
name = innovation_baliffs_bailiffs
}
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_byzantine
}
}
icon = @leadership_1
name = innovation_baliffs_latin
}
county_modifier = {
building_slot_add = 1
}
@ -231,9 +322,11 @@ innovation_baliffs = {
flag = early_medieval_era_regular
}
#culture_group_regional
### culture_group_regional ###
innovation_reconquista = {
group = culture_group_regional
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
region = world_europe_west_iberia
icon = @leadership_2
@ -249,7 +342,8 @@ innovation_reconquista = {
}
innovation_stem_duchies = {
group = culture_group_regional
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_early_medieval
region = custom_europe_western_germany
icon = @majesty_03
@ -264,7 +358,8 @@ innovation_stem_duchies = {
}
innovation_ghilman = {
group = culture_group_regional
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
region = world_middle_east_arabia
icon = @maa_02

View file

@ -24,7 +24,15 @@
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
@advanced_bowmaking = "gfx/interface/icons/culture_innovations/innovation_advanced_bowmaking.dds"
@knighthood = "gfx/interface/icons/culture_innovations/innovation_knighthood.dds"
@heraldry = "gfx/interface/icons/culture_innovations/innovation_heraldry.dds"
@windmills = "gfx/interface/icons/culture_innovations/innovation_windmills.dds"
@siege_tower = "gfx/interface/icons/culture_innovations/innovation_auh_siege_tower.dds"
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
@ -33,6 +41,7 @@
#culture_group_military
innovation_hoardings = {
skill = stewardship
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @fortifications
@ -44,17 +53,31 @@ innovation_hoardings = {
}
innovation_trebuchet = {
skill = learning
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @siege_weapons
custom = unlock_maa_trebuchet
custom = unlock_siege_maa_third_level
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_korean
}
}
icon = @siege_tower
name = innovation_trebuchet_chinese
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_castle_baileys = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @levy_building
@ -70,6 +93,7 @@ innovation_castle_baileys = {
}
innovation_men_at_arms = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @maa_02
@ -85,17 +109,16 @@ innovation_men_at_arms = {
}
innovation_knighthood = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @knight
icon = @knighthood
character_modifier = {
active_accolades = 1
glory_hound_opinion = 5
knight_effectiveness_mult = 0.2
accolade_glory_gain_mult = 0.1
levy_attack = 2
levy_toughness = 2
}
custom = students_of_knighthood
custom = more_glory_hounds
@ -105,9 +128,10 @@ innovation_knighthood = {
}
innovation_advanced_bowmaking = {
skill = learning
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @weapons_and_armor_01
icon = @advanced_bowmaking
custom = unlock_maa_crossbowmen
unlock_building = workshops_01
@ -116,11 +140,6 @@ innovation_advanced_bowmaking = {
# damage = 3
#}
character_modifier = {
levy_attack = 1
levy_toughness = 1
levy_screen = 1
}
custom = eligible_accolade_crossbower_attribute
flag = global_regular
@ -129,9 +148,10 @@ innovation_advanced_bowmaking = {
#culture_group_civic
innovation_heraldry = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @raised_banner
icon = @heraldry
unlock_law = high_partition_succession_law
unlock_law = single_heir_dynasty_house
@ -142,9 +162,10 @@ innovation_heraldry = {
}
innovation_windmills = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @civil_construction_1
icon = @windmills
unlock_building = windmills_01
unlock_building = watermills_01
@ -158,6 +179,7 @@ innovation_windmills = {
}
innovation_divine_right = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @majesty_03
@ -181,6 +203,7 @@ innovation_divine_right = {
}
innovation_land_grants = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @administration_3
@ -194,6 +217,7 @@ innovation_land_grants = {
}
innovation_scutage = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @leadership_2
@ -209,6 +233,7 @@ innovation_scutage = {
}
innovation_guilds = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @nobility_01
@ -224,6 +249,7 @@ innovation_guilds = {
}
innovation_development_03 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @civil_construction_2
@ -235,6 +261,7 @@ innovation_development_03 = {
}
innovation_currency_03 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @majesty_02
@ -247,9 +274,11 @@ innovation_currency_03 = {
flag = high_medieval_era_regular
}
#culture_group_regional
### culture_group_regional ###
innovation_east_settling = {
group = culture_group_regional
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
region = custom_europe_eastern_germany
icon = @misc_inventions
@ -264,7 +293,8 @@ innovation_east_settling = {
}
innovation_seigneurialism = {
group = culture_group_regional
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_europe_west_francia
icon = @administration_1
@ -278,7 +308,8 @@ innovation_seigneurialism = {
}
innovation_muladi = {
group = culture_group_regional
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_africa_north
icon = @nobility_02
@ -293,7 +324,8 @@ innovation_muladi = {
}
innovation_french_peerage = {
group = culture_group_regional
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_europe_west_francia
icon = @nobility_03

View file

@ -24,7 +24,14 @@
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
@gunpowder_02 = "gfx/interface/icons/culture_innovations/innovation_bombards.dds"
@sappers = "gfx/interface/icons/culture_innovations/innovation_sappers.dds"
@plate_armor = "gfx/interface/icons/culture_innovations/innovation_plate_armor.dds"
@fire_dragon = "gfx/interface/icons/culture_innovations/innovation_auh_cannon.dds"
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
@ -33,6 +40,7 @@
#culture_group_military
innovation_machicolations = {
skill = stewardship
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @fortifications
@ -42,25 +50,44 @@ innovation_machicolations = {
flag = late_medieval_era_regular
}
innovation_bombard = {
innovation_gunpowder = {
skill = learning
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @siege_weapons
icon = @gunpowder_02
custom = unlock_maa_bombard
parameters = {
unlock_late_medieval_gunpowder_units = yes
unlock_powder_magazines = yes
}
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_korean
}
}
icon = @fire_dragon
}
custom = unlock_siege_maa_fourth_level
flag = global_regular
flag = late_medieval_era_regular
}
innovation_royal_armory = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @levy_building
custom = unlock_late_medieval_military_buildings
character_modifier = {
levy_reinforcement_rate = 0.15
levy_attack = 4
levy_toughness = 4
}
flag = global_regular
@ -68,10 +95,11 @@ innovation_royal_armory = {
}
innovation_standing_armies = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @leadership_2
character_modifier = {
men_at_arms_cap = 1
men_at_arms_limit = 5
@ -84,10 +112,11 @@ innovation_standing_armies = {
}
innovation_sappers = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @weapons_and_armor_01
icon = @sappers
character_modifier = {
siege_phase_time = -0.1
}
@ -97,10 +126,11 @@ innovation_sappers = {
}
innovation_plate_armor = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @weapons_and_armor_02
icon = @plate_armor
maa_upgrade = {
type = heavy_infantry
toughness = 10
@ -109,9 +139,6 @@ innovation_plate_armor = {
type = heavy_cavalry
toughness = 20
}
character_modifier = {
levy_toughness = 2
}
flag = global_regular
flag = late_medieval_era_regular
@ -119,13 +146,14 @@ innovation_plate_armor = {
#culture_group_civic
innovation_primogeniture = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @majesty_01
unlock_law = single_heir_succession_law
unlock_law = single_heir_succession_law_youngest
custom = more_zealot
flag = global_regular
@ -133,12 +161,13 @@ innovation_primogeniture = {
}
innovation_cranes = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @civil_construction_1
custom = unlock_late_medieval_economic_buildings
character_modifier = {
build_speed = -0.15
}
@ -148,10 +177,11 @@ innovation_cranes = {
}
innovation_noblesse_oblige = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @nobility_03
character_modifier = {
courtly_opinion = 5
parochial_opinion = 5
@ -164,10 +194,11 @@ innovation_noblesse_oblige = {
}
innovation_rightful_ownership = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @leadership_1
character_modifier = {
title_creation_cost_mult = -0.2
}
@ -175,11 +206,34 @@ innovation_rightful_ownership = {
custom = more_glory_hounds
}
innovation_ermine_cloaks = {
innovation_ermine_cloaks = { # now 'Exotic Regalia' in-game
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @majesty_03
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_frankish
has_cultural_pillar = heritage_iberian
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_north_germanic
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
has_cultural_pillar = heritage_west_slavic
has_cultural_pillar = heritage_east_slavic
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_magyar
has_cultural_pillar = heritage_baltic
}
}
icon = @majesty_03
name = innovation_ermine_cloaks_ermine
}
character_modifier = {
vassal_limit = 20
}
@ -189,15 +243,16 @@ innovation_ermine_cloaks = {
}
innovation_court_officials = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @nobility_02
character_modifier = {
domain_limit = 1
tax_slot_add = 1
}
custom = more_courtly
flag = global_regular
@ -205,6 +260,7 @@ innovation_court_officials = {
}
innovation_development_04 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @misc_inventions
@ -217,6 +273,7 @@ innovation_development_04 = {
}
innovation_currency_04 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @administration_1
@ -229,13 +286,15 @@ innovation_currency_04 = {
flag = late_medieval_era_regular
}
#culture_group_regional
innovation_wierdijks = {
group = culture_group_regional
### culture_group_regional ###
innovation_wierdijks = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
region = custom_netherlands
icon = @civil_construction_2
character_modifier = {
levy_size = 0.01 #Not that kind of levee!
city_holding_build_speed = -0.1
@ -249,11 +308,12 @@ innovation_currency_04 = {
}
innovation_condottieri = {
group = culture_group_regional
skill = intrigue
group = culture_group_military
culture_era = culture_era_late_medieval
region = world_europe_south_italy
icon = @maa_01
character_modifier = {
same_culture_mercenary_hire_cost_mult = -0.25
}
@ -267,11 +327,12 @@ innovation_condottieri = {
}
innovation_deccan_unity = {
group = culture_group_regional
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
region = world_india_deccan
icon = @nobility_04
character_modifier = {
same_faith_opinion = 5
}

View file

@ -437,7 +437,7 @@ administrative_government = {
dynasty_named_realms = no
landless_playable = yes
legitimacy = yes
state_faith = no
state_faith = yes
administrative = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes

View file

@ -358,26 +358,6 @@ e_france = {
capital = c_amiens # Amiens
c_valois = {
color = { 15 40 210 }
b_senlis = {
province = 2358
color = { 15 40 210 }
}
b_crepy = {
province = 2360
color = { 15 40 210 }
}
b_chatillon = {
province = 2362
color = { 7 60 160 }
}
}
c_amiens = {
color = { 18 76 240 }
@ -407,6 +387,25 @@ e_france = {
color = { 15 40 210 }
}
}
c_valois = {
color = { 15 40 210 }
b_senlis = {
province = 2358
color = { 15 40 210 }
}
b_crepy = {
province = 2360
color = { 15 40 210 }
}
b_chatillon = {
province = 2362
color = { 7 60 160 }
}
}
c_clermont = {
color = { 28 58 230 }

View file

@ -35,6 +35,7 @@ huscarl = {
counters = {
pikemen = 1
peasant_militia = 2
archers = 1
}
@ -76,6 +77,7 @@ landsknecht = {
counters = {
pikemen = 0.5
peasant_militia = 1
light_cavalry = 2
heavy_cavalry = 2
}
@ -257,6 +259,7 @@ praetorian = {
counters = {
pikemen = 1
peasant_militia = 2
}
buy_cost = { gold = praetorian_recruitment_cost }
@ -546,6 +549,7 @@ ayyar = {
counters = {
pikemen = 1
peasant_militia = 2
}
can_recruit = {
@ -575,6 +579,7 @@ mubarizun = {
counters = {
pikemen = 1
peasant_militia = 2
heavy_infantry = 1
}
@ -695,7 +700,8 @@ paiks = { #Indian Footmen - carrying bows but also swords and spears.
stack = 100
ai_quality = { value = @[cultural_maa_extra_ai_score - 40] }
icon = bowmen
icon = paiks
}
druzhina = {
@ -708,6 +714,7 @@ druzhina = {
counters = {
pikemen = 1
peasant_militia = 2
}
can_recruit = {
@ -871,6 +878,7 @@ garudas = {
counters = {
pikemen = 1
peasant_militia = 2
archers = 1
}
@ -891,7 +899,8 @@ garudas = {
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = heavy_infantry
icon = garudas
}
khandayat = {
@ -909,6 +918,7 @@ khandayat = {
counters = {
light_cavalry = 1
pikemen = 1
peasant_militia = 2
}
can_recruit = {
@ -925,7 +935,8 @@ khandayat = {
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = heavy_infantry
icon = khandayat
}
mountaineer = {
@ -943,6 +954,7 @@ mountaineer = {
counters = {
pikemen = 1
peasant_militia = 2
}
winter_bonus = {
@ -964,7 +976,8 @@ mountaineer = {
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = heavy_infantry
icon = mountaineer
}
sahel_horsemen = {
@ -1118,6 +1131,7 @@ zbrojnosh = {
counters = {
pikemen = 1
peasant_militia = 2
archers = 1
}
@ -1153,6 +1167,7 @@ palace_guards = {
counters = {
pikemen = 2
peasant_militia = 4
}
can_recruit = {
@ -1169,13 +1184,14 @@ palace_guards = {
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = heavy_infantry
icon = palace_guards
}
chu_ko_nu = {
shenbigong = {
type = archers
damage = 30
damage = 44
toughness = 20
pursuit = 0
screen = 0
@ -1187,18 +1203,24 @@ chu_ko_nu = {
}
counters = {
skirmishers = 1
archer_cavalry = 0.5
heavy_infantry = 1.5
heavy_cavalry = 1.5
pikemen = 1
peasant_militia = 2
}
buy_cost = { gold = chu_ko_nu_recruitment_cost }
low_maintenance_cost = { gold = chu_ko_nu_low_maint_cost }
high_maintenance_cost = { gold = chu_ko_nu_high_maint_cost }
buy_cost = { gold = shenbigong_recruitment_cost }
low_maintenance_cost = { gold = shenbigong_low_maint_cost }
high_maintenance_cost = { gold = shenbigong_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = crossbowmen
ai_quality = {
value = counter_synergy_ai_weight_crossbowmen
add = @cultural_maa_extra_ai_score
}
icon = shenbigong
}
guanch_vaulter = {

View file

@ -48,8 +48,7 @@ asawira = { #Iranian knights in early caliphal armies. Can be restored as a mili
}
can_recruit = {
exists = dynasty
dynasty = {
dynasty ?= {
has_dynasty_perk = fp3_khvarenah_legacy_4
}
}
@ -93,12 +92,15 @@ tarkhan = {
can_recruit = {
OR = {
AND = {
is_landless_adventurer = yes
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 }
@ -123,7 +125,7 @@ zupin_warrior = {
can_recruit = {
OR = {
AND = {
is_landless_adventurer = yes
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_zupin_warrior }
}
@ -183,7 +185,7 @@ tawashi = {
can_recruit = {
OR = {
AND = {
is_landless_adventurer = yes
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_tawashi }
}

View file

@ -19,8 +19,8 @@
teutonic_knights = { # Actually all Christian knightly orders, not just the Teutons.
type = heavy_infantry
can_recruit = { always = no }
special_recruit_only = yes
# Slightly stronger than normal Heavy Infantry MaA, to represent zeal & dedication to the cause.
damage = 36
toughness = 26
@ -34,6 +34,7 @@ teutonic_knights = { # Actually all Christian knightly orders, not just the Teut
counters = {
pikemen = 1
peasant_militia = 2
}
stack = 100

View file

@ -21,12 +21,12 @@
light_footmen = {
type = skirmishers
damage = 10
toughness = 16
pursuit = 10
screen = 16
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
taiga = { damage = 4 toughness = 6 }
@ -57,17 +57,28 @@ light_footmen = {
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
icon = 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 }
@ -97,20 +108,32 @@ bowmen = {
holy_order_fallback = yes
stack = 100
ai_quality = {
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 }
@ -119,9 +142,10 @@ light_horsemen = {
desert_mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
@ -152,21 +176,32 @@ light_horsemen = {
holy_order_fallback = yes
stack = 100
ai_quality = {
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
}
icon = 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 }
@ -203,22 +238,32 @@ pikemen_unit = {
value = culture_ai_weight_pikemen
add = counter_synergy_ai_weight_pikemen
}
icon = 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 = {
@ -233,7 +278,7 @@ armored_footmen = {
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
@ -250,29 +295,45 @@ armored_footmen = {
value = culture_ai_weight_heavy_infantry
add = counter_synergy_ai_weight_heavy_infantry
}
icon = 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
}
@ -281,7 +342,7 @@ onager = {
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
}
@ -289,12 +350,12 @@ onager = {
#Medieval Era
armored_horsemen = {
type = heavy_cavalry
damage = 100
toughness = 35
pursuit = 20
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
@ -306,6 +367,7 @@ armored_horsemen = {
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
@ -316,6 +378,9 @@ armored_horsemen = {
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 = {
@ -323,7 +388,7 @@ armored_horsemen = {
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 }
}
@ -337,32 +402,48 @@ armored_horsemen = {
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 }
icon = 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 }
@ -372,7 +453,7 @@ mangonel = {
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
}
@ -380,12 +461,12 @@ mangonel = {
#High Medieval Era
crossbowmen = {
type = archers
damage = 42
toughness = 18
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 }
plains = { toughness = -8 }
@ -420,34 +501,52 @@ crossbowmen = {
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_archers
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 }
@ -457,7 +556,7 @@ trebuchet = {
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
@ -467,23 +566,28 @@ trebuchet = {
bombard = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_innovation = innovation_bombard
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 }
@ -493,41 +597,135 @@ bombard = {
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 = {
exists = dynasty
dynasty = {
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
}
}

View file

@ -69,6 +69,7 @@ war_elephant = {
terrain_bonus = {
jungle = { damage = 50 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
@ -93,7 +94,7 @@ war_elephant = {
OR = {
AND = {
culture ?= { has_innovation = innovation_elephantry }
NOT = { is_landless_adventurer = yes }
NOT = { has_government = landless_adventurer_government }
}
domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
}

View file

@ -22,7 +22,6 @@
accolade_maa_archers = {
type = archers
icon = bowmen
can_recruit = {
any_active_accolade = {
@ -60,11 +59,22 @@ accolade_maa_archers = {
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
icon = skirmishers
can_recruit = {
any_active_accolade = {
@ -103,11 +113,22 @@ accolade_maa_skirmishers = {
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
icon = pikemen
can_recruit = {
any_active_accolade = {
@ -148,11 +169,22 @@ accolade_maa_pikes = {
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
icon = light_cavalry
can_recruit = {
any_active_accolade = {
@ -197,11 +229,22 @@ accolade_maa_outriders = {
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
icon = heavy_infantry
can_recruit = {
any_active_accolade = {
@ -222,6 +265,7 @@ accolade_maa_vanguards = {
counters = {
pikemen = 2
peasant_militia = 4
}
buy_cost = { gold = accolade_heavy_infantry_recruitment_cost }
@ -236,12 +280,23 @@ accolade_maa_vanguards = {
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
icon = heavy_cavalry
can_recruit = {
any_active_accolade = {
primary_type = {
@ -286,11 +341,22 @@ accolade_maa_lancers = {
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
icon = crossbowmen
can_recruit = {
any_active_accolade = {
@ -331,6 +397,18 @@ accolade_maa_crossbowers = {
value = culture_ai_weight_archers
add = 100
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
accolade_maa_cameliers = {
@ -407,6 +485,7 @@ accolade_maa_elephantiers = {
terrain_bonus = {
jungle = { damage = 100 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
@ -483,3 +562,44 @@ accolade_maa_horse_archers = {
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
}

View file

@ -120,6 +120,7 @@ varangian_veterans = {
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
@ -140,8 +141,8 @@ varangian_veterans = {
jomsviking_pirates = {
type = skirmishers
can_recruit = { always = no }
special_recruit_only = yes
damage = 30
toughness = 30

View file

@ -89,6 +89,9 @@ conrois = {
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_conrois }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
winter_bonus = {
@ -158,6 +161,7 @@ ballistrai = {
counters = {
pikemen = 0.5
peasant_militia = 1
heavy_infantry = 0.5
}
@ -227,6 +231,9 @@ varangian_guards = {
scope:title = {
has_variable = founded_varangian_guard
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
@ -234,9 +241,10 @@ varangian_guards = {
plains = { damage = 6 toughness = 4 }
hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
@ -268,6 +276,9 @@ handpicked_faithful = {
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 = {
@ -278,6 +289,7 @@ handpicked_faithful = {
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
@ -296,8 +308,8 @@ handpicked_faithful = {
maa_bandits = {
type = skirmishers
can_recruit = { always = no }
special_recruit_only = yes
damage = 15
toughness = 20
@ -328,8 +340,8 @@ maa_bandits = {
maa_poachers = {
type = archers
can_recruit = { always = no }
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 10
@ -358,8 +370,8 @@ maa_poachers = {
maa_marauders = {
type = light_cavalry
can_recruit = { always = no }
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 40
@ -388,8 +400,8 @@ maa_marauders = {
maa_thieves = {
type = pikemen
can_recruit = { always = no }
special_recruit_only = yes
damage = 30
toughness = 20
pursuit = 10

View file

@ -37,11 +37,9 @@ nomadic_riders = {
# No cost as this is the basic type of MAA given by converting your Herd
provision_cost = @provisions_cost_cavalry_cheap
can_recruit = {
# Prevents this MaA type from being shown in the interface
# Nomadic Riders are always created and raised from code
always = no
}
# 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
@ -100,7 +98,7 @@ kheshig = {
}
can_recruit = {
dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_3 }
dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_4 }
}
counters = {
@ -240,6 +238,9 @@ nomad_lancers = {
can_recruit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
counters = {
@ -284,6 +285,7 @@ mangudai = {
counters = {
pikemen = 0.5
peasant_militia = 2
heavy_infantry = 1
}
@ -324,6 +326,9 @@ cataphract_archers = {
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

View file

@ -0,0 +1,672 @@
# 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
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -30 toughness = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_tiefutu }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
buy_cost = { gold = tiefutu_recruitment_cost }
low_maintenance_cost = { gold = tiefutu_low_maint_cost }
high_maintenance_cost = { gold = tiefutu_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = tiefutu_cavalry
}
burenjia = {
type = heavy_infantry
damage = 32
toughness = 32
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_burenjia }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 5 toughness = 6 }
plains = { damage = 5 toughness = 6 }
terraced_hills = { damage = 5 toughness = 6 }
hills = { damage = 5 toughness = 6 }
}
counters = {
pikemen = 1
peasant_militia = 2
archers = 1.5
}
buy_cost = { gold = burenjia_recruitment_cost }
low_maintenance_cost = { gold = burenjia_low_maint_cost }
high_maintenance_cost = { gold = burenjia_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 60 ]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = burenjia_infantry
}
rocket_carts = {
type = archers
damage = 45
toughness = 12
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
farmlands = { damage = 8 toughness = 6 }
plains = { damage = 8 }
hills = { damage = 8 }
terraced_hills = { damage = 8 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
heavy_infantry = 0.5
}
buy_cost = { gold = rocket_carts_recruitment_cost }
low_maintenance_cost = { gold = rocket_carts_low_maint_cost }
high_maintenance_cost = { gold = rocket_carts_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
icon = hwacha
}
ballista = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = ballista_recruitment_cost }
low_maintenance_cost = { gold = ballista_low_maint_cost }
high_maintenance_cost = { gold = ballista_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = ballista
}
cloud_ladder = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = cloud_ladder_recruitment_cost }
low_maintenance_cost = { gold = cloud_ladder_low_maint_cost }
high_maintenance_cost = { gold = cloud_ladder_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
icon = cloud_ladder
}
siege_tower = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = siege_tower_recruitment_cost }
low_maintenance_cost = { gold = siege_tower_low_maint_cost }
high_maintenance_cost = { gold = siege_tower_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
icon = siege_tower
}
cannon = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = cannon_recruitment_cost }
low_maintenance_cost = { gold = cannon_low_maint_cost }
high_maintenance_cost = { gold = cannon_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
icon = cannon
}

View file

@ -1,7 +1,23 @@
key = {
type = type_name
icon = name # Optional, use this name instead of the key when selecting icon graphics
# ( optional ) Triggered illustrations used for MaA type. Can be repeated multiple times with different triggers and images
# fist valid will be chosen for display
# It's highly recommended to have last illustration without any triggers as a fallback or when illustration
# is shown without army or regiment or potential owner character - when it's impossible to run a trigger
#
# If no illustration is provided, object key will be used as file name,just like other icons for other scipt types
#
# root: - culture
illustration = {
trigger = { ... } # trigger that enables specific illustration
reference = file_name # Name of .dds texture file in REGIMENTYPE_HORIZONTAL_IMAGE_PATH and REGIMENTYPE_VERTICAL_IMAGE_PATH
}
icon = file_name # ( optional ) Override for key when no illustrations are provided
special_recruit_only = no # Can *never* be directly recruited in GUI or by AI, only created via code or effect (use this instead of `can_recruit = { always = no }`)
can_recruit = {} # Trigger in character scope for whether you can recruit it. Optional. Mutually exclusive with being unlocked by innovation
# Has scope:title set when trying to recruit title MaA

View file

@ -37,6 +37,10 @@
@siege_weapons_low_maint_cost = 0.1
@siege_weapons_high_maint_cost = @[siege_weapons_low_maint_cost * high_maint_mult]
@gunpowder_recruitment_cost = 76
@gunpowder_low_maint_cost = 0.35
@gunpowder_high_maint_cost = @[gunpowder_low_maint_cost * high_maint_mult]
### Base MAA
skirmisher_recruitment_cost = @[skirmisher_recruitment_cost]
@ -67,6 +71,10 @@ heavy_cavalry_recruitment_cost = @[heavy_cavalry_recruitment_cost]
heavy_cavalry_low_maint_cost = @[heavy_cavalry_low_maint_cost]
heavy_cavalry_high_maint_cost = @[heavy_cavalry_high_maint_cost]
handgunner_recruitment_cost = @[gunpowder_recruitment_cost]
handgunner_low_maint_cost = @[gunpowder_low_maint_cost]
handgunner_high_maint_cost = @[gunpowder_high_maint_cost]
### Siege Weapons MAA
torch_bearers_recruitment_cost = @[siege_weapons_recruitment_cost * 0.5]
@ -89,6 +97,21 @@ bombard_recruitment_cost = @[siege_weapons_recruitment_cost * 1.6]
bombard_low_maint_cost = @[siege_weapons_low_maint_cost * 1.6]
bombard_high_maint_cost = @[siege_weapons_high_maint_cost * 1.6]
ballista_recruitment_cost = @[siege_weapons_recruitment_cost]
ballista_low_maint_cost = @[siege_weapons_low_maint_cost]
ballista_high_maint_cost = @[siege_weapons_high_maint_cost]
cloud_ladder_recruitment_cost = @[siege_weapons_recruitment_cost * 1.1]
cloud_ladder_low_maint_cost = @[siege_weapons_low_maint_cost * 1.1]
cloud_ladder_high_maint_cost = @[siege_weapons_high_maint_cost * 1.1]
siege_tower_recruitment_cost = @[siege_weapons_recruitment_cost * 1.3]
siege_tower_low_maint_cost = @[siege_weapons_low_maint_cost * 1.3]
siege_tower_high_maint_cost = @[siege_weapons_high_maint_cost * 1.3]
cannon_recruitment_cost = @[gunpowder_recruitment_cost * 1.6]
cannon_low_maint_cost = @[gunpowder_low_maint_cost * 1.6]
cannon_high_maint_cost = @[gunpowder_high_maint_cost * 1.6]
### Cultural MAA
huscarls_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.28]
@ -167,6 +190,13 @@ horse_archers_recruitment_cost = @[skirmisher_recruitment_cost * 3]
horse_archers_low_maint_cost = @[skirmisher_low_maint_cost * 3]
horse_archers_high_maint_cost = @[skirmisher_high_maint_cost * 3]
warrior_monks_gold_recruitment_cost = 45
warrior_monks_piety_recruitment_cost = 200
warrior_monks_gold_low_maint_cost = 0.1
warrior_monks_gold_high_maint_cost = 0.3
warrior_monks_piety_low_maint_cost = 0.2
warrior_monks_piety_high_maint_cost = 0.6
ayyar_recruitment_cost = @[heavy_infantry_recruitment_cost - 15]
ayyar_low_maint_cost = @[heavy_infantry_low_maint_cost * 0.9]
ayyar_high_maint_cost = @[heavy_infantry_high_maint_cost * 0.9]
@ -227,9 +257,9 @@ palace_guards_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
palace_guards_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
palace_guards_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
chu_ko_nu_recruitment_cost = @[archers_recruitment_cost * 1.5]
chu_ko_nu_low_maint_cost = @[archers_low_maint_cost * 1.5]
chu_ko_nu_high_maint_cost = @[archers_high_maint_cost * 1.5]
shenbigong_recruitment_cost = @[archers_recruitment_cost * 1.75]
shenbigong_low_maint_cost = @[archers_low_maint_cost * 1.75]
shenbigong_high_maint_cost = @[archers_high_maint_cost * 1.75]
bondi_recruitment_cost = @[pikemen_recruitment_cost * 0.67]
bondi_low_maint_cost = @[pikemen_low_maint_cost * 0.67]
@ -275,6 +305,42 @@ asawira_recruitment_cost = 300
asawira_low_maint_cost = 1
asawira_high_maint_cost = 3
fire_lancers_recruitment_cost = @[gunpowder_recruitment_cost]
fire_lancers_low_maint_cost = @[gunpowder_low_maint_cost]
fire_lancers_high_maint_cost = @[gunpowder_high_maint_cost]
gakgung_archers_recruitment_cost = @[archers_recruitment_cost * 1.2]
gakgung_archers_low_maint_cost = @[archers_low_maint_cost * 1.2]
gakgung_archers_high_maint_cost = @[archers_high_maint_cost * 1.2]
ballista_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2.2]
ballista_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.4]
ballista_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.6]
pesilat_warriors_recruitment_cost = @[skirmisher_recruitment_cost * 0.9]
pesilat_warriors_low_maint_cost = @[skirmisher_low_maint_cost * 0.9]
pesilat_warriors_high_maint_cost = @[skirmisher_high_maint_cost * 0.9]
samurai_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.67]
samurai_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.67]
samurai_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.67]
zhanmadao_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.2]
zhanmadao_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.2]
zhanmadao_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.2]
burenjia_recruitment_cost = @[heavy_infantry_recruitment_cost * 1.33]
burenjia_low_maint_cost = @[heavy_infantry_low_maint_cost * 1.33]
burenjia_high_maint_cost = @[heavy_infantry_high_maint_cost * 1.33]
tiefutu_recruitment_cost = @[heavy_cavalry_recruitment_cost * 1.3]
tiefutu_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.3]
tiefutu_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.3]
rocket_carts_recruitment_cost = @[archers_recruitment_cost * 1.25]
rocket_carts_low_maint_cost = @[archers_low_maint_cost * 0.9] # uses gunpowder, but also uses less men than archers would
rocket_carts_high_maint_cost = @[archers_high_maint_cost * 0.9]
### Regional MAA
camel_rider_recruitment_cost = @[light_cavalry_recruitment_cost + 0]
camel_rider_low_maint_cost = @[light_cavalry_low_maint_cost * 0.8]
@ -441,8 +507,14 @@ culture_ai_weight_heavy_infantry = {
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
limit = {
culture = {
culture_has_heavy_infantry_maa = yes
OR = {
culture = {
culture_has_heavy_infantry_maa = yes
}
# Zhanmadao (China)
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
}
add = -500
@ -696,6 +768,32 @@ counter_synergy_ai_weight_heavy_infantry = {
}
}
counter_synergy_ai_weight_gunpowder = {
value = 200 # Since these are hard-limited elsewhere, prefer them highly
if = {
limit = {
culture = { has_cultural_era_or_later = culture_era_late_medieval }
number_maa_regiments_of_base_type = {
type = pikemen
value >= 3
}
NOT = {
number_maa_regiments_of_base_type = {
type = gunpowder
value >= 1
}
}
}
add = 60
}
if = {
limit = {
culture = { has_cultural_pillar = heritage_chinese }
}
add = 10 # more gun
}
}
counter_synergy_ai_weight_light_cavalry = {
value = 0
if = {
@ -715,11 +813,34 @@ counter_synergy_ai_weight_light_cavalry = {
}
}
culture_ai_weight_crossbowmen = {
value = counter_synergy_ai_weight_crossbowmen
if = { # Cultures with a special MaA of that type should avoid the base version of the unit
limit = {
culture = {
culture_has_improved_crossbowmen = yes
}
}
add = -500
}
}
counter_synergy_ai_weight_crossbowmen = {
value = counter_synergy_ai_weight_archers
if = { # They counter heavy cavalry, so less interesting early on
limit = {
current_date < 1150.1.1
}
add = -100
}
}
###################
# Provisions Costs #
###################
#TODO_CD_EP3; these can't actually be used due to some kind of load order issue: they're synced in each file instead. We should file a bug and see if Code can fix.
provisions_cost_infantry_cheap = 3
provisions_cost_infantry_moderate = 7
provisions_cost_infantry_expensive = 12
@ -736,3 +857,70 @@ provisions_cost_special_cheap = 6
provisions_cost_special_moderate = 12
provisions_cost_special_expensive = 18
provisions_cost_special_bankrupting = 24
############
# GUN MATH #
############
gunpowder_raise_limit_existing_gunpowder_units = {
value = 0
every_maa_regiment = {
limit = {
is_personal_maa_regiment = yes
OR = {
is_maa_type = handgunners
is_maa_type = fire_lancers
}
}
add = 1
}
}
gunpowder_raise_limit_existing_gunpowder_buildings = {
value = 0
every_directly_owned_province = {
limit = {
has_building_or_higher = powder_magazine_01
}
if = {
limit = {
has_building_or_higher = powder_magazine_07
}
add = gunpowder_building_limit_bonus_3
}
else_if = {
limit = {
has_building_or_higher = powder_magazine_04
}
add = gunpowder_building_limit_bonus_2
}
else = {
add = gunpowder_building_limit_bonus_1
}
}
if = {
limit = {
exists = domicile
}
domicile = {
if = {
limit = {
has_domicile_building_or_higher = east_asian_estate_gunpowder_storage_03
}
add = gunpowder_building_limit_bonus_2
}
else_if = {
limit = {
has_domicile_building_or_higher = east_asian_estate_gunpowder_storage_01
}
add = gunpowder_building_limit_bonus_1
}
}
}
}
gunpowder_building_limit_bonus_1 = 1
gunpowder_building_limit_bonus_2 = 2
gunpowder_building_limit_bonus_3 = 3

View file

@ -15,6 +15,11 @@ britannia_cyflymarhyan_frydyryk = {
2509.1.1 = {
birth = yes
}
2552.1.1 = {
effect = {
set_relation_soulmate = character:britannia_cartney_hamish
}
}
2600.1.1 = {
death = yes
}
@ -1303,9 +1308,9 @@ britannia_carnegie_ramsey = {
}
}
#Windsor Dynasty, fix these guys once doing the norf, or literally any part of the uk
#Windsor Dynasty
britannia_windsor_george = {
name = "George"
name = "Gyorgy"
dynasty = dynn_britannia_windsor
religion = "victorian"
culture = soueyrneg
@ -1328,7 +1333,7 @@ britannia_windsor_george = {
}
britannia_windsor_edward = {
name = "Edward"
name = "Eddwardd"
dynasty = dynn_britannia_windsor
religion = "victorian"
culture = soueyrneg
@ -1381,7 +1386,7 @@ britannia_windsor_albert = {
}
britannia_windsor_mary_1 = {
name = "Mary"
name = "Marhy"
dynasty = dynn_britannia_windsor
religion = "victorian"
culture = soueyrneg
@ -1403,7 +1408,7 @@ britannia_windsor_mary_1 = {
}
britannia_windsor_henry = {
name = "Henry"
name = "Hynrhy"
dynasty = dynn_britannia_windsor
religion = "victorian"
culture = soueyrneg
@ -1424,7 +1429,7 @@ britannia_windsor_henry = {
}
britannia_windsor_george_1 = {
name = "George"
name = "Gyorgy"
dynasty = dynn_britannia_windsor
religion = "victorian"
culture = soueyrneg
@ -1470,8 +1475,8 @@ britannia_windsor_john = {
}
britannia_windsor_mary = {
name = "Mary"
dynasty = dynn_britannia_windsor
name = "Marhy"
dynasty_house = house_britannia_juny
religion = "victorian"
culture = soueyrneg
female = yes
@ -1815,6 +1820,11 @@ britannia_cartney_hamish = {
2520.1.1 = {
birth = yes
}
2552.1.1 = {
effect = {
set_relation_soulmate = character:britannia_cyflymarhyan_frydyryk
}
}
2600.1.1 = {
death = yes
}
@ -1910,11 +1920,47 @@ britannia_wellesley_oliver = { #Duke of Wellington family
}
}
britannia_wellesley_charles = { #Duke of Wellington family
name = "Charles"
dynasty = dynn_britannia_wellesley
religion = "victorian"
culture = soueyrneg
trait = education_martial_4
trait = wrathful
trait = honest
trait = temperate
father = britannia_wellesley_oliver
2540.1.1 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_wellesley_arfur = { #Duke of Wellington family
name = "Arfur"
dynasty = dynn_britannia_wellesley
religion = "victorian"
culture = soueyrneg
trait = education_martial_4
trait = wrathful
trait = honest
trait = temperate
father = britannia_wellesley_oliver
2542.1.1 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_adam_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Arhshyyr"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
dna = dna_duleep_singh
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
@ -1923,6 +1969,7 @@ britannia_adam_duleep = { #Claims to be relative of the last Maharaja, ruler of
#trait = administrator
trait = physique_bad_1
trait = shrewd
father = britannia_alex_duleep
portrait_override={
portrait_modifier_overrides={
custom_hair=m_hair_ep3_byzantine_01
@ -1937,6 +1984,227 @@ britannia_adam_duleep = { #Claims to be relative of the last Maharaja, ruler of
}
}
britannia_victor_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Vyktor"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
trait = physique_bad_1
trait = shrewd
father = britannia_alex_duleep
portrait_override={
portrait_modifier_overrides={
custom_hair=m_hair_ep3_byzantine_01
custom_beards=m_beard_ep2_western_01
}
}
2529.4.11 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_ffryddyryk_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Ffryddyryk"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
trait = twin
father = britannia_alex_duleep
portrait_override={
portrait_modifier_overrides={
custom_hair=m_hair_ep3_byzantine_01
custom_beards=m_beard_ep2_western_01
}
}
2530.7.1 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_bamba_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Bamba"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
father = britannia_alex_duleep
trait = twin
female = yes
2530.7.1 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_kafyry_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Kafyrynu"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
father = britannia_alex_duleep
female = yes
2532.4.11 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_sophiai_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Sophiai"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
father = britannia_alex_duleep
female = yes
2534.9.21 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_albert_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Albert"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
father = britannia_alex_duleep
2535.11.27 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_pauline_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Polinu"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = education_stewardship_4
trait = trusting
trait = vengeful
trait = just
female = yes
#trait = administrator
#trait = physique_bad_1
#trait = shrewd
father = britannia_alex_duleep
2538.11.27 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_ada_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Adda"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
#dna = dna_duleep_singh
culture = prytoneg
trait = gregarious
trait = compassionate
trait = lustful
trait = charming
father = britannia_alex_duleep
disallow_random_traits = yes
female = yes
2541.11.27 = {
birth = yes
}
2600.1.1 = {
death = yes
}
}
britannia_alex_duleep = { #Claims to be relative of the last Maharaja, ruler of birmingham
name = "Iskar"
dynasty = dynn_britannia_duleep_singh
religion = "victorian"
dna = dna_duleep_singh
culture = prytoneg
trait = education_martial_4
trait = zealous
trait = vengeful
trait = brave
#trait = administrator
trait = physique_bad_1
#trait = shrewd
portrait_override={
portrait_modifier_overrides={
custom_hair=m_hair_ep3_byzantine_01
custom_beards=m_beard_ep2_western_01
}
}
2492.3.8 = {
birth = yes
}
2553.1.1 = {
death = yes
}
}
britannia_harhman_alan = { #check later
name = "Allan"
dynasty = dynn_britannia_harhman

View file

@ -34,4 +34,5 @@
discover_innovation = innovation_manorialism
discover_innovation = innovation_currency_02
discover_innovation = innovation_baliffs
discover_innovation = innovation_gunpowder
}

View file

@ -297,20 +297,20 @@
}
2575 = {
holding = castle_holding
buildings = {
culture = laziale
religion = roman_catholic
castle_02
farm_estates_01
buildings = {
castle_02
farm_estates_01
}
special_building = the_colosseum_01
duchy_capital_building = aurelian_walls_01
1066.1.1 = {
buildings = {
castle_02
farm_estates_02
cereal_fields_02
}
buildings = {
castle_02
farm_estates_02
cereal_fields_02
}
}
}
2576 = {

View file

@ -4,7 +4,7 @@
POTENTIAL_COUNCIL_TASK_TT:2 "[ActiveCouncilTask.GetCouncillor.GetUIName] will be assigned to [ActiveCouncilTask.GetTaskType.GetName|V]"
COUNCIL_TASK_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n[SelectLocalization( GuiPotentialCouncilTask.IsActive, 'ACTIVE_COUNCIL_TASK_TT', 'POTENTIAL_COUNCIL_TASK_TT' )]"
COUNCIL_TASK_MAP_TT:0 "#T [ActiveCouncilTask.GetTaskType.GetName]#!\n$ACTIVE_COUNCIL_TASK_TT$"
council_task_possible_side_effects:1 "\n\n[councillor_task_possible_side_effects|E] #weak — Councillor Skill#!"
council_task_possible_side_effects:1 "\n\n[councillor_task_possible_side_effects|E] #weak — [councillor.Custom('GetCouncillorKurultaiMember')] Skill#!"
task_generic_notification_tooltip:0 "From a [councillor_task|E]"
COUNCILLOR_IS_YOUR_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [friend|E]"
COUNCILLOR_IS_YOUR_BEST_FRIEND:1 "[councillor.GetCouncilTitle] [councillor.GetShortUIName] is your [best_friend|E]"
@ -56,18 +56,18 @@
task_foreign_affairs:0 "Foreign Affairs"
task_foreign_affairs_modifier_desc:0 "[councillor.GetModifierDescForTask('task_foreign_affairs')]"
task_foreign_affairs_prestige_effect_desc:2 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_total')]#!/month\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_base')]#!"
task_foreign_affairs_prestige_effect_desc:2 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_base')]#!"
task_foreign_affairs_effect_desc_adaptive_traditions_bonus_prestige:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_perk_bonus_modifier')|P]"
task_foreign_affairs_effect_desc_bureaucrats_bonus_prestige:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_erudition_modifier')|P]"
task_foreign_affairs_effect_desc_family_business_bonus_prestige:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_family_business_modifier')|P]"
task_foreign_affairs_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_prestige_gain_consulted_house_modifier')|P]"
task_foreign_affairs_independent_effect_desc:1 "\n\nIndependent Ruler Opinion:\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P] (Currently: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_independent_opinion_scale')|1]#!)\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_independent_effect_desc:1 "\n\nIndependent Ruler Opinion:\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P] (Currently: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_independent_opinion_scale')|1]#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_emperor_effect_desc:0 "\n\nEmperors of the Realm:"
task_foreign_affairs_king_effect_desc:0 "\n\nOther Kings of the Realm:"
task_foreign_affairs_duke_effect_desc:0 "\n\nOther Dukes of the Realm:"
task_foreign_affairs_count_effect_desc:0 "\n\nOther Counts of the Realm:"
task_foreign_affairs_fallback_effect_desc:0 "\n\nFellow Vassal Opinion:"
task_foreign_affairs_not_independent_effect_desc:0 "\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P]\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_not_independent_effect_desc:0 "\n$TAB$Increases by #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_monthly_increase')|P]/month up to: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max')|1P]\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_base')]#!"
task_foreign_affairs_effect_desc_adaptive_traditions_bonus_opinion:0 "\n$TAB$[GetPerk('adaptive_traditions_perk').GetName(GetPlayer)]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_perk_bonus_modifier')|P]"
task_foreign_affairs_effect_desc_bureaucrats_bonus_opinion:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_erudition_modifier')|P]"
task_foreign_affairs_effect_desc_family_business_bonus_opinion:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_foreign_affairs_opinion_max_family_business_modifier')|P]"
@ -80,14 +80,14 @@
task_foreign_affairs_notification_tooltip:0 "From $task_foreign_affairs$"
task_domestic_affairs:0 "Domestic Affairs"
task_domestic_affairs_direct_effect_desc:0 "[direct_vassal|E] Opinion: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_parochial_effect_desc:0 "\n\n[GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName] [vassal|E] Opinion: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_direct_effect_desc:0 "[direct_vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_parochial_effect_desc:0 "\n\n[GetVassalStance( 'parochial' ).GetTextIcon][GetVassalStance( 'parochial' ).GetName] [vassal|E] Opinion: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_scale')|1]#!\n(Increases by #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_monthly_increase')|2P]/month up to #P +#![SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_max')|0P])\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [opinion_i]+[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_base')|2]#!"
task_domestic_affairs_bureaucrats_bonus_desc:3 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_erudition_bonus')|2]#!"
task_domestic_affairs_family_business_bonus_desc:1 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_family_business_bonus')|2]#!"
task_domestic_affairs_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_consulted_house_bonus')|2]#!"
task_domestic_affairs_chains_of_loyalty_bonus_desc:0 "\n$TAB$[GetPerk('chains_of_loyalty_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_opinion_chains_of_loyalty_bonus')|2]#!"
task_domestic_affairs_tyranny_effect_desc:1 "\n\n[tyranny|E] Loss: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_total')|P0]%#!\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_base')|P0]%#!"
task_domestic_affairs_tyranny_effect_desc:1 "\n\n[tyranny|E] Loss: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_total')|P0]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_base')|P0]%#!"
task_domestic_affairs_tyranny_bureaucrats_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_erudition_bonus')|P0]%#!"
task_domestic_affairs_tyranny_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_family_business_bonus')|P0]%#!"
task_domestic_affairs_tyranny_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('chancellor_domestic_affairs_tyranny_consulted_house_bonus')|P0]%#!"
@ -108,11 +108,11 @@
PASSIVE_INTEGRATION_PROGRESS_VALUE:0 "Passive integration"
task_bestow_royal_favor:0 "Bestow Royal Favor"
task_bestow_royal_favor_prestige_effect_desc:0 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_total')]#!/month\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base')]#!"
task_bestow_royal_favor_prestige_effect_desc:0 "[prestige|E]: [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_total')]#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base')]#!"
task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_prestige: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_erudition_modifier')|P]"
task_bestoy_royal_favor_effect_desc_family_business_bonus_prestige: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_family_business_modifier')|P]"
task_bestoy_royal_favor_effect_desc_consulted_house_bonus_prestige: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_favor_prestige_gain_consulted_house_modifier')|P]"
task_bestow_royal_favor_opinion_effect_desc:0 "\n\n[vassal|E] Prestige increases by [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base_vassal')|P]#!/month\n\n[vassal|E] Opinion increases by #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success')|P] up to #P 100#! (in total)\n$TAB$Councillor's [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_base')]#!\n$TAB$Your [court_grandeur|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur')]#!"
task_bestow_royal_favor_opinion_effect_desc:0 "\n\n[vassal|E] Prestige increases by [prestige_i|E]#P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_prestige_gain_base_vassal')|P]#!/month\n\n[vassal|E] Opinion increases by #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success')|P] up to #P 100#! (in total)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_skill|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_base')]#!\n$TAB$Your [court_grandeur|E]: #P +[SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_increase_per_success_grandeur')]#!"
task_bestoy_royal_favor_effect_desc_bureaucrats_bonus_opinion: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_erudition_bonus')|P]"
task_bestoy_royal_favor_effect_desc_family_business_bonus_opinion: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_family_business_bonus')|P]"
task_bestoy_royal_favor_effect_desc_consulted_house_bonus_opinion: "\n$TAB$$unity_consulted_house_member_desc$: #P +#![SCOPE.ScriptValue('chancellor_bestow_royal_favor_opinion_gain_consulted_house_bonus')|P]"
@ -123,11 +123,11 @@
#marshal
task_organize_levies:1 "Organize Army"
task_organize_levies_maintenance_modifier:0 "$task_organize_levies$"
task_organize_levies_effect_desc:6 "[garrison|E] Size and [levy|E] Reinforcement Rate: #P +[SCOPE.ScriptValue('marshal_organize_levies_modifier_total')]%#!\n$TAB$Base: #P +[SCOPE.ScriptValue('marshal_organize_levies_base')]%#!\n$TAB$Councillor's [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_organize_levies_skill_base')]%#!"
task_organize_levies_effect_desc:6 "[garrison|E] Size and [levy|E] Reinforcement Rate: #P +[SCOPE.ScriptValue('marshal_organize_levies_modifier_total')]%#!\n$TAB$Base: #P +[SCOPE.ScriptValue('marshal_organize_levies_base')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_organize_levies_skill_base')]%#!"
task_organize_levies_erudition_bonus:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_organize_levies_erudition_bonus')]%#!"
task_organize_levies_family_business_bonus:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_organize_levies_family_business_bonus')|1]%#!"
task_organize_levies_consulted_house_bonus: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_organize_levies_consulted_house_bonus')|1]%#!"
task_organize_levies_maintenance_effect_desc:0 "\n\nRaised [army|E] Maintenance: [gold_i]#P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_total')|1P]%#!\n$TAB$Base: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_base')|1P]%#!\n$TAB$Councillor's [martial_skill|E]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_skill_base')|1P]%#!"
task_organize_levies_maintenance_effect_desc:0 "\n\nRaised [army|E] Maintenance: [gold_i]#P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_total')|1P]%#!\n$TAB$Base: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_base')|1P]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_skill_base')|1P]%#!"
task_organize_levies_maintenance_erudition_bonus_desc:1 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_erudition_bonus')|1]%#!"
task_organize_levies_maintenance_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_family_business_bonus')|1]%#!"
task_organize_levies_maintenance_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_organize_levies_maintenance_consulted_house_bonus')|1]%#!"
@ -149,8 +149,8 @@
task_train_commanders:0 "Train Commanders"
task_train_commanders_modifier:0 "$task_train_commanders$"
task_train_commanders_effect_desc:3 "\n\n#P [SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value')|1P]%#! chance of improving or finding a new [commander|E] or [knight|E] each month\n$TAB$Councillor's [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value_base')|1P]%#!"
task_train_commanders_maa_boost_effect_desc:0 "[knight_effectiveness|E], [men_at_arms|E]' [damage|E] and [toughness|E]:\n$TAB$Increases by #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_monthly_increase')|1]%#!/month up to #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_max')|1]%#! (Currently: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_scale')|1]%#!)\n$TAB$Councillor's [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_base')|1]%#!"
task_train_commanders_effect_desc:3 "\n\n#P [SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value')|1P]%#! chance of improving or finding a new [commander|E] or [knight|E] each month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_value_base')|1P]%#!"
task_train_commanders_maa_boost_effect_desc:0 "[knight_effectiveness|E], [men_at_arms|E]' [damage|E] and [toughness|E]:\n$TAB$Increases by #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_monthly_increase')|1]%#!/month up to #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_max')|1]%#! (Currently: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_scale')|1]%#!)\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_maa_overtime_boost_base')|1]%#!"
task_train_commanders_commander_erudition_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_erudition_bonus')|P]%#!"
task_train_commanders_commander_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_family_business_bonus')|P]%#!"
task_train_commanders_commander_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_train_commanders_monthly_chance_consulted_house_bonus')|P]%#!"
@ -193,11 +193,11 @@
task_domestic_affairs_notification_tooltip:0 "From $task_domestic_affairs$"
task_manage_guards:0 "Manage Royal Guards"
task_manage_guards_knights_desc:1 "[knight_effectiveness|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_scale')|1]%#!\nIncreases by #P +[SCOPE.ScriptValue('marshal_overtime_boost_monthly_increase')]%#!/month up to #P +[SCOPE.ScriptValue('marshal_overtime_boost_max')]%#!\n$TAB$Councillor's [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_base')|2]#!"
task_manage_guards_knights_desc:1 "[knight_effectiveness|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_scale')|1]%#!\nIncreases by #P +[SCOPE.ScriptValue('marshal_overtime_boost_monthly_increase')]%#!/month up to #P +[SCOPE.ScriptValue('marshal_overtime_boost_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P +[SCOPE.ScriptValue('marshal_overtime_boost_base')|2]#!"
task_manage_guards_erudition_bonus_knights: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!"
task_manage_guards_family_business_bonus_knights: "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!"
task_manage_guards_consulted_house_bonus_knights: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!"
task_manage_guards_scheme_desc:1 "\n\nEnemy [hostile_scheme|E] [success_chance|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_scale')|1]#!%\nDecreases by #P [SCOPE.ScriptValue('marshal_overtime_decrease_monthly_increase')]%#!/month up to #P [SCOPE.ScriptValue('marshal_overtime_decrease_max')]%#!\n$TAB$Councillor's [martial_skill|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_base')|2]#!"
task_manage_guards_scheme_desc:1 "\n\nEnemy [hostile_scheme|E] [success_chance|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_scale')|1]#!%\nDecreases by #P [SCOPE.ScriptValue('marshal_overtime_decrease_monthly_increase')]%#!/month up to #P [SCOPE.ScriptValue('marshal_overtime_decrease_max')]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_skill|E]: #P [SCOPE.ScriptValue('marshal_overtime_decrease_base')|2]#!"
task_manage_guards_erudition_bonus_scheme: "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_erudition_bonus')|P]%#!"
task_manage_guards_family_business_bonus_scheme: "\n$TAB$$tradition_family_entrepreneurship_name$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_family_business_bonus')|P]%#!"
task_manage_guards_consulted_house_bonus_scheme: "\n$TAB$$unity_consulted_house_member_desc$: #P -[SCOPE.ScriptValue('marshal_manage_guards_max_consulted_house_bonus')|P]%#!"
@ -240,9 +240,9 @@
task_support_schemes:0 "Support Schemes"
task_support_schemes_effect_desc:0 "[councillor.GetModifierDescForTask('task_support_schemes')]"
task_support_schemes_base_desc:3 "[hostile_scheme|E] [scheme_speed_single|E]: @scheme_phase_duration_icon!#P [SCOPE.ScriptValue('spymaster_espionage_modifier_final_scale')|0]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P [SCOPE.ScriptValue('spymaster_espionage_modifier_base_scale')|0] days#!"
task_support_schemes_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_espionage_legacy_bonus')|P1]#!"
task_support_schemes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('spymaster_espionage_family_business_bonus')|P1]#!"
task_support_schemes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('spymaster_espionage_consulted_house_bonus')|P]%#!"
task_support_schemes_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P [SCOPE.ScriptValue('spymaster_espionage_legacy_bonus')|P1]#!"
task_support_schemes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P [SCOPE.ScriptValue('spymaster_espionage_family_business_bonus')|P1]#!"
task_support_schemes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P [SCOPE.ScriptValue('spymaster_espionage_consulted_house_bonus')|P]%#!"
spymaster_espionage_court_type_bonus_desc:0 "\n$TAB$$court_intrigue$: #P [SCOPE.ScriptValue('spymaster_espionage_court_type_bonus')|P1]#!"
task_support_schemes_success_chance_base_desc:2 "\n[hostile_scheme|E] [success_chance|E]: @scheme_success_icon!#P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_total')|P1%/]#!\n$TAB$Base: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_base')|P1%/]#!\n$TAB$[intrigue_i] [councillor|E]'s [intrigue|E]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_modifier_base_scale')|P1%/]#!"
task_support_schemes_success_chance_legacy_bonus_desc:0 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('spymaster_espionage_success_chance_legacy_bonus')|P1]#!"
@ -277,12 +277,14 @@
task_collect_taxes_erudition_bonus_desc:2 "\n$TAB$[GetDynastyPerk('erudition_legacy_5').GetName]: #P +[SCOPE.ScriptValue('steward_collect_taxes_erudition_bonus_scale')|2]%#!"
task_collect_taxes_family_business_bonus_desc:0 "\n$TAB$$tradition_family_entrepreneurship_name$: #P +[SCOPE.ScriptValue('steward_collect_taxes_family_business_bonus_scale')|2]%#!"
task_collect_taxes_consulted_house_bonus_desc: "\n$TAB$$unity_consulted_house_member_desc$: #P +[SCOPE.ScriptValue('steward_collect_taxes_consulted_house_bonus_scale')|P]%#!"
task_collect_taxes_innovation_double_entry_bookkeeping_bonus_desc: "\n$TAB$$innovation_double_entry_bookkeeping$: #P +10%#!"
task_collect_taxes_extra_taxes:0 "\n$EFFECT_LIST_BULLET$#P Extra Taxes#!"
task_collect_taxes_county_corruption:0 "\n$EFFECT_LIST_BULLET$#N County Corruption#!"
task_collect_taxes_notification_tooltip:0 "From $task_collect_taxes$"
task_develop_county:0 "Increase Development in County"
task_develop_county_VALUE_NAME:0 "[development_growth|E]"
task_develop_county_minister_of_works_VALUE_NAME: "$task_develop_county_VALUE_NAME$"
task_develop_county_complete_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$Increase [development|E] by #P 1#!"
task_develop_county_effect_desc:1 "\n[councillor.GetModifierDescForTask('task_develop_county')]"
steward_develop_county_modifier:0 "Developing County"
@ -336,22 +338,10 @@
DEVELOP_COUNTY_PERK_BONUS_VALUE:1 "$planned_cultivation_perk_name$"
STEWARD_PROMOTE_CULTURE_COMMUNAL_IDENTITY_BONUS_MODIFIER:2 "[councillor_liege.GetFaith.GetName] — Communal Identity"
STEWARD_PROMOTE_CULTURE_EASIER_TO_CONVERT_CULTURE_IN_SAME_FAITH_MOUNTAINS_BONUS:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:0 "[councillor_liege.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests"
STEWARD_PROMOTE_CULTURE_INNOVATION_BONUS_EAST_SETTLING:1 "[councillor_liege.GetCulture.GetName] — Ostsiedlung"
STEWARD_PROMOTE_CULTURE_LOCAL_TRADITIONS_RESPECTED:1 "Local Traditions Respected"
STEWARD_PROMOTE_CULTURE_SHUUBIYYA:0 "Shu'ubiyya"
STEWARD_PROMOTE_CULTURE_DEVELOPMENT_PENALTY:1 "From [development|E]"
STEWARD_PROMOTE_CULTURE_LOW_CONTROL_PENALTY:0 "Low County Control Penalty"
STEWARD_PROMOTE_CULTURE_MEDIUM_CONTROL_PENALTY:0 "Medium County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_PENALTY:0 "High County Control Penalty"
STEWARD_PROMOTE_CULTURE_HIGH_CONTROL_BONUS:0 "Total County Control Bonus"
STEWARD_PROMOTE_CULTURE_ABSOLUTE_CONTROL_BONUS:0 "Absolute County Control Bonus"
STEWARD_PROMOTE_CULTURE_HIGH_TERRAIN_PENALTY:0 "Extreme Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_TERRAIN_PENALTY:0 "Difficult Terrain Penalty"
STEWARD_PROMOTE_CULTURE_LOW_FERVOUR_BONUS:0 "Low County Faith Fervour Bonus"
STEWARD_PROMOTE_FAITH_MEDIUM_FERVOUR_PENALTY:0 "Medium County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_HIGH_FERVOUR_PENALTY:0 "High County Faith Fervour Penalty"
STEWARD_CONVERT_FAITH_ZEALOT_FERVOUR_PENALTY:0 "Zealous County Faith Fervour Penalty"
DEVELOP_COUNTY_TRIBAL_PENALTY_VALUE:1 "Tribal Government"
steward_develop_county_tribal_penalty_modifier:0 "Tribal Government"
STEWARD_PROMOTE_CULTURE_RECLAIMING_BRITANNIA:0 "Reclaim Britannia"
@ -374,7 +364,9 @@
task_fabricate_claim_desc_not_adjacent:0 "\n$TAB$Claiming not adjacent county — multiplied by: #N $BREAKDOWN_MULTIPLICATION_PREFIX$#![SCOPE.ScriptValue('court_chaplain_fabricate_claim_not_adjacent_penalty')|-1]"
task_conversion:0 "Convert Faith in County"
task_conversion_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to [councillor.GetFaith.GetName]"
task_conversion_effect_desc:1 "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to[councillor.GetFaith.GetTextIcon][councillor.GetFaith.GetName]"
task_conversion_china_effect_desc: "#S At #V 100%#!#!:\n$TAB$The [county|E] will change [faith|E] to [councillor.GetLiege.GetFaith.GetTextIcon][councillor.GetLiege.GetFaith.GetName]"
task_conversion_development_loss_desc: "\n#indent_newline:4 $TAB$The [county|E] will lose [development_i]#N 1#! [development|E], plus[development_i]#N 1#! per #V 10#! existing Development#!"
task_conversion_opinion_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_conversion_development_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Development#!"
task_conversion_levy_gain:0 "\n$EFFECT_LIST_BULLET$#P Increase County Levies#!"
@ -424,14 +416,13 @@
COURT_CHAPLAIN_CONVERSION_REINCARNATION_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_reincarnation').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_DHARMIC_PACIFISM_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_dharmic_pacifism').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_ADAPTIVE_MODIFIER:2 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_adaptive').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_PURE_LAND_MODIFIER: "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pure_land').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_PASTORAL_ISOLATION_MODIFIER:0 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_pastoral_isolation').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_MENDICANT_PREACHERS_MODIFIER:2 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_mendicant_preachers').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_BONUS_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_COMMUNAL_IDENTITY_PENALTY_MODIFIER:3 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_communal_identity').GetBaseName]"
COURT_CHAPLAIN_CONVERSION_EASIER_TO_CONVERT_FAITH_IN_MOUNTAINS_BONUS_MODIFIER:0 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_MOUNTAINS_MALUS_MODIFIER:1 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('tenet_cthonic_redoubts').GetBaseName] in Mountains"
COURT_CHAPLAIN_CONVERSION_EASIER_TO_CONVERT_FAITH_IN_HILLS_FORESTS_BONUS_MODIFIER:0 "[councillor.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests"
COURT_CHAPLAIN_CONVERSION_HARDER_TO_CONVERT_FAITH_AWAY_IN_HILLS_FORESTS_MALUS_MODIFIER:1 "[county.GetProvince.GetCounty.GetFaith.GetName] — [GetFaithDoctrine('against_all_odds').GetBaseName] in Hills and Forests"
COURT_CHAPLAIN_CONVERSION_GHW_TENET_NO_HOF_MODIFIER:0 "[ROOT.Char.Custom('ghw_from_which_tenet')] — Faith Controlled $game_concept_holy_sites$"
COURT_CHAPLAIN_CONVERSION_SYNCRETIC_WITH_RELIGION_MODIFIER:0 "Syncretized with [faith|E]"
COURT_CHAPLAIN_CONVERSION_LOCAL_COUNTY_MODIFIERS:0 "Local [county|E] [modifiers|E]"
@ -529,3 +520,216 @@
liege_stopped_converting_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has stopped [converting|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!"
liege_converted_county_title: "Liege Converted [county.GetNameNoTierNoTooltip|V]"
liege_converted_county_desc: "[councillor_liege.GetShortUINamePossessive] [councillor.GetCouncilTitle] has [converted|E] the [county.GetName] to [councillor_liege.GetFaith.GetName] #weak ([old_faith.GetAdjective])#!"
# Kurultai
task_kurultai_default_1: "Support Herders"
task_kurultai_default_2: "$task_kurultai_default_1$"
task_kurultai_default_3: "$task_kurultai_default_1$"
task_kurultai_default_4: "$task_kurultai_default_1$"
task_kurultai_default_modifier: "$task_kurultai_default_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_default_effect_desc: "#weak Increased by [kurultai|E] Member's [diplomacy_i][diplomacy|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_manage_herd_skill_tooltip')]#!)#!\n"
task_kurultai_default_herd_gain_desc: "[herd|E] Gain and Capacity: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_final_value')|1]%#!\n$TAB$Base: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [diplomacy_i][diplomacy_skill|E]: #P [herd_i]+[SCOPE.ScriptValue('kurultai_manage_herd_skill_value')|1]%#!"
task_kurultai_default_gain_herd: "\n$EFFECT_LIST_BULLET$#P Increase Herd Size#!"
task_kurultai_default_bonus_army: "\n$EFFECT_LIST_BULLET$#P Gain Horde Rider Army#!"
task_kurultai_default_lose_herd: "\n$EFFECT_LIST_BULLET$#N Decrease Herd Size#!"
task_kurultai_default_lose_control: "\n$EFFECT_LIST_BULLET$#N Loss of Control#!"
task_kurultai_fertility_1: "Manage Fertility"
task_kurultai_fertility_2: "$task_kurultai_fertility_1$"
task_kurultai_fertility_3: "$task_kurultai_fertility_1$"
task_kurultai_fertility_4: "$task_kurultai_fertility_1$"
task_kurultai_fertility_1_VALUE_NAME: "[county_fertility|E]"
task_kurultai_fertility_2_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_fertility_3_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_fertility_4_VALUE_NAME: "$task_kurultai_fertility_1_VALUE_NAME$"
task_kurultai_use_fertility: "This [county|E] does not have [fertility|E]"
task_kurultai_fertility_only_one_target: "Another [kurultai|E] member is already managing the [fertility|E] of this [county|E]"
task_kurultai_exploited_only_one_target: "Another [kurultai|E] member is already exploiting this [county|E]"
task_kurultai_fertility_modifier: "$task_kurultai_fertility_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_fertility_effect_desc: "#weak Increased by [kurultai|E] Member's [stewardship_i][stewardship|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increased_fertility_skill_tooltip')]#!)#!\n"
task_kurultai_fertility_gain_desc: "[county_fertility|E] Growth: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_final_value')|1]%#!\n$TAB$Base: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i|E]+[SCOPE.ScriptValue('kurultai_increased_fertility_skill_value')|1]%#!"
task_kurultai_fertility_increase_fertility: "\n$EFFECT_LIST_BULLET$#P Increase Fertility#!"
task_kurultai_fertility_county_opinion: "\n$EFFECT_LIST_BULLET$#P Increase County Opinion#!"
task_kurultai_fertility_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!"
task_kurultai_fertility_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Prestige Loss#!"
task_kurultai_control_1: "Increase Control"
task_kurultai_control_2: "$task_kurultai_control_1$"
task_kurultai_control_3: "$task_kurultai_control_1$"
task_kurultai_control_4: "$task_kurultai_control_1$"
task_kurultai_control_1_VALUE_NAME: "[county_control|E]"
task_kurultai_control_2_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
task_kurultai_control_3_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
task_kurultai_control_4_VALUE_NAME: "$task_kurultai_control_1_VALUE_NAME$"
potential_county_control_task_only_one_target: "Another [kurultai|E] member is already increasing the [county_control|E] of this [county|E]"
task_kurultai_control_effect_desc: "#weak Increased by [kurultai|E] Member's [martial_i][martial|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_increase_control_skill_tooltip')]#!)#!\n"
task_kurultai_increase_control_effect_desc: "Chance of removing County Corruption: [SCOPE.ScriptValue('marshal_remove_county_corruption_chance')|P]#P %#!/month\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P +#![SCOPE.ScriptValue('marshal_councillor_county_corruption_value')|P]\n$TAB$County Control: #P +#![SCOPE.ScriptValue('marshal_county_county_corruption_value')|P]\n\nWhile Control is being increased, the County will not acquire Corruption"
task_kurultai_court_astrologer_1: "Aid $court_astrologer_court_position$"
task_kurultai_court_astrologer_2: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_3: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_4: "$task_kurultai_court_astrologer_1$"
task_kurultai_court_astrologer_zealous_proselytizer_bonus_desc: "\n$TAB$[GetPerk('zealous_proselytizer_perk').GetName(GetPlayer)]: #P +[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|2]#!"
task_kurultai_court_astrologer_effect_desc: "#weak Increased by [councillor.GetCouncilTitlePossessive] [learning_i][learning|E] (#color_white [councillor.MakeScope.ScriptValue('kurultai_court_astrologer_skill_tooltip')]#!)#!\n"
task_kurultai_court_astrologer_piety_desc: "Monthly [piety|E] Gain: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_final_value')|1]%#!\n$TAB$Base: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [piety_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_piety_skill_value')|1]%#!\n"
task_kurultai_court_astrologer_aptitude_desc: "[GetCourtPositionType('court_astrologer_court_position').GetName()] [aptitude|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_final_value')|1]#!\n$TAB$Base: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [aptitude_i]+[SCOPE.ScriptValue('kurultai_court_astrologer_aptitude_skill_value')|1]#!"
task_kurultai_astrologer_increase_piety: "\n$EFFECT_LIST_BULLET$#P Gain Piety#!"
task_kurultai_astrologer_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain $court_astrologer_court_position$ Opinion#!"
task_kurultai_astrologer_reduce_piety: "\n$EFFECT_LIST_BULLET$#N Lose Piety#!"
task_kurultai_astrologer_reduce_opinion: "\n$EFFECT_LIST_BULLET$#N Lose $court_astrologer_court_position$ Opinion#!"
task_kurultai_court_astrologer_modifier: "$task_kurultai_court_astrologer_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_domestic_affairs_1: "Domestic Affairs"
task_kurultai_domestic_affairs_2: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_3: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_4: "$task_kurultai_domestic_affairs_1$"
task_kurultai_domestic_affairs_effect_desc: "$task_kurultai_default_effect_desc$"
task_kurultai_domestic_affairs_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_domestic_affairs_1$#! task at once"
task_kurultai_exploit_area_1: "Exploit Lands"
task_kurultai_exploit_area_2: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_3: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_4: "$task_kurultai_exploit_area_1$"
task_kurultai_exploit_area_1_VALUE_NAME: "[county_fertility|E]"
task_kurultai_exploit_area_2_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_area_3_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_area_4_VALUE_NAME: "$task_kurultai_exploit_area_1_VALUE_NAME$"
task_kurultai_exploit_modifier: "$task_kurultai_exploit_area_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_exploit_effect_desc: "$task_kurultai_fertility_effect_desc$"
task_kurultai_exploit_fertility_desc: "[county_fertility|E]: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_final_value')|1]#!\n$TAB$Base: #N [county_fertility_i]-[SCOPE.ScriptValue('kurultai_exploit_area_fertility_base_value')|1]#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [county_fertility_i]+[SCOPE.ScriptValue('kurultai_exploit_area_fertility_skill_value')|1]#!"
task_kurultai_exploit_income_desc: "\n[herd|E] [income|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_final_value')|2]%#!\n$TAB$Base: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_base_value')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [stewardship_i][stewardship_skill|E]: #P [gold_i]+[SCOPE.ScriptValue('kurultai_exploit_area_income_skill_value')|2]%#!"
task_kurultai_exploit_gain_gold: "\n$EFFECT_LIST_BULLET$#P Gain Gold#!"
task_kurultai_exploit_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!"
task_kurultai_exploit_reduce_fertility: "\n$EFFECT_LIST_BULLET$#N Reduce Fertility#!"
task_kurultai_exploit_lose_county_opinion: "\n$EFFECT_LIST_BULLET$#N Lose County Opinion#!"
task_kurultai_raider_1: "Organize Raiders"
task_kurultai_raider_2: "$task_kurultai_raider_1$"
task_kurultai_raider_3: "$task_kurultai_raider_1$"
task_kurultai_raider_4: "$task_kurultai_raider_1$"
task_kurultai_raider_modifier: "$task_kurultai_raider_1$ #weak (Kurultai Councillor Task)#!"
task_kurultai_raiders_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_raider_1$#! task at once"
task_kurultai_raider_loot_desc: "Max [loot|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [loot_i]+[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!"
task_kurultai_raider_attrition_desc: "\nHostile County [attrition|E] while [raiding|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_final_value')|1]%#!\n$TAB$Base: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [attrition_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_loot_skill_value')|1]%#!"
task_kurultai_raider_raiding_desc: "\n[raid|E] Speed & Movement Speed while Raiding: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_final_value')|1]%#!\n$TAB$Base: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_base_value')|1]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [martial_i][martial_skill|E]: #P [raid_i]-[SCOPE.ScriptValue('kurultai_organize_raiders_raid_skill_value')|1]%#!"
task_kurultai_raiders_gain_prestige: "\n$EFFECT_LIST_BULLET$#P Gain Prestige#!"
task_kurultai_raiders_gain_dread: "\n$EFFECT_LIST_BULLET$#P Gain Dread#!"
task_kurultai_raiders_lose_prestige: "\n$EFFECT_LIST_BULLET$#N Lose Prestige#!"
task_kurultai_raiders_lose_dread: "\n$EFFECT_LIST_BULLET$#N Lose Dread#!"
task_kurultai_culture_1: "Explore Cultures"
task_kurultai_culture_2: "$task_kurultai_culture_1$"
task_kurultai_culture_3: "$task_kurultai_culture_1$"
task_kurultai_culture_4: "$task_kurultai_culture_1$"
task_kurultai_culture_only_one_target: "Can only have one [kurultai|E] member perform the #color_white $task_kurultai_culture_1$#! task at once"
task_kurultai_culture_cooldown_effect_desc:0 "[culture|E] [reformation|E] Cooldown & Cost: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [culture_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!"
task_kurultai_culture_hybridization_effect_desc:0 "\n[culture|E] [hybridizing|E] Threshold: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_final_value')|2]%#!\n(Increases by #P -[SCOPE.ScriptValue('kurultai_culture_monthly_increase')|2]%#!/month up to #P -[SCOPE.ScriptValue('kurultai_culture_max_value')|0]%#!)\n$TAB$Base: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_base_monthly_increase')|2]%#!\n$TAB$[councillor.Custom('GetCouncillorKurultaiMemberPossessive')] [learning_i][learning_skill|E]: #P [cultural_acceptance_i]-[SCOPE.ScriptValue('kurultai_culture_skill_monthly_increase')|2]%#!"
task_kurultai_cultures_increase_acceptance: "\n$EFFECT_LIST_BULLET$#P Gain Cultural Acceptance#!"
task_kurultai_cultures_increase_opinion: "\n$EFFECT_LIST_BULLET$#P Gain Different Culture Opinion#!"
task_kurultai_cultures_decrease_acceptance: "\n$EFFECT_LIST_BULLET$#N Lose Cultural Acceptance#!"
task_kurultai_cultures_decrease_opinion: "\n$EFFECT_LIST_BULLET$#N Lose Different Culture Opinion#!"
# Kurultai Task Tooltips
kurultai_task.1001.notification: "Thriving Herds"
kurultai_task.1001.desc: "Thanks to the hard work of [councillor.GetShortUIName], our herds are thriving."
kurultai_task.1006.notification: "Recruiting Horde"
kurultai_task.1006.desc: "A small group of herders who have been driven out of their lands have pledged their loyalty to our tribe."
kurultai_herder_army: "Herder Horde"
kurultai_task.1051.notification: "Declining Herds"
kurultai_task.1051.desc: "Despite [councillor.GetShortUINamePossessive] hard work, we have seen a decline among our herds."
kurultai_task.1056.notification: "Declining Control"
kurultai_task.1056.desc: "[councillor.GetShortUINamePossessive] attempts at improving our herds have caused disruptions and conflict among our people."
kurultai_task.1101.notification: "Flourishing Fertility"
kurultai_task.1101.desc: "[county.GetDefinitiveName] is flourishing thanks to [councillor.GetShortUIName]."
kurultai_task.1106.notification: "Popular Rule"
kurultai_task.1106.desc: "[councillor.GetShortUINamePossessive] work in [county.GetDefinitiveName] have had an unexpected windfall."
kurultai_task.1151.notification: "Declining Fertility"
kurultai_task.1151.desc: "[councillor.GetShortUIName] have managed to mishandle our herds in [county.GetDefinitiveName], causing the fertility to wane in the area."
kurultai_task.1156.notification: "Unpopular Rule"
kurultai_task.1156.desc: "[councillor.GetShortUINamePossessive] handling of [county.GetNameNoTier] has proven incredibly unpopular, and it reflects on my rule as [ROOT.Char.GetTitleAsNameNoTooltip]."
kurultai_task.1201.notification: "Faithful Rule"
kurultai_task.1201.desc: "My people have been impressed by the work [astrologer.GetShortUIName] and [councillor.GetShortUIName] are doing on my behalf."
kurultai_task.1206.notification: "Friendly $court_astrologer_court_position$"
kurultai_task.1206.desc: "My [kurultai|E] [councillor.GetShortUIName] has been building a closer bond with [astrologer.GetShortUIName] on my behalf."
kurultai_task.1251.notification: "Shameful Rule"
kurultai_task.1251.desc: "My people are calling out [astrologer.GetShortUIName] and [councillor.GetShortUIName] for their abuse of their positions."
kurultai_task.1256.notification: "Furious $court_astrologer_court_position$"
kurultai_task.1256.desc: "My [kurultai|E] [councillor.GetShortUIName] is constantly at odds with my $court_astrologer_court_position$ [astrologer.GetShortUIName]."
kurultai_task.1301.notification: "Unexpected Findings"
kurultai_task.1301.desc: "[councillor.GetShortUIName] has managed to gather more gold than expected in [county.GetNameNoTier]."
kurultai_task.1306.notification: "Building a Reputation"
kurultai_task.1306.desc: "I have gained a reputation as a dreadful ruler after assigning [councillor.GetShortUIName] to exploit [county.GetNameNoTier]."
kurultai_task.1351.notification: "Exploited Lands"
kurultai_task.1351.desc: "[councillor.GetShortUINamePossessive] attempts at making the most out of [county.GetNameNoTier] have had unexpected, but not unsurprising side-effects."
kurultai_task.1356.notification: "Exploited People"
kurultai_task.1356.desc: "[councillor.GetShortUIName] work has had disastrous effects on the local tribes living in [county.GetNameNoTier]."
kurultai_task.1401.notification: "Impressive Raiders"
kurultai_task.1401.desc: "Our raiders are feared far and wide thanks to [councillor.GetShortUIName] drilling them."
kurultai_task.1406.notification: "Dreadful Raiders"
kurultai_task.1406.desc: "Our raiders strike fear into the heart of enemies far and wide, both inside and outside our borders."
kurultai_task.1451.notification: "Unimpressive Raiders"
kurultai_task.1451.desc: "Somehow, my raiders seem even less impressive now than when [councillor.GetShortUIName] started working with them."
kurultai_task.1456.notification: "Pitiful Raiders"
kurultai_task.1456.desc: "Beggars, drunkards, and weaklings. [councillor.GetShortUIName], give me back my raiders!"
kurultai_task.1501.notification: "Building Cultural Relations"
kurultai_task.1501.desc: "$task_accept_culture_acceptance_gain$"
kurultai_task.1506.notification: "Cultural Bonds"
kurultai_task.1506.desc: "Due to the endeavors of [councillor.GetShortUIName], foreigners are feeling welcome at court."
kurultai_task.1551.notification: "Wanining Cultural Relations"
kurultai_task.1551.desc: "[councillor.GetShortUINamePossessive] efforts have only managed to worsen cultural bonds."
kurultai_task.1556.notification: "Broken Bonds"
kurultai_task.1556.desc: "Despite the endeavors of [councillor.GetShortUIName], foreigners are feeling unwelcome at court."
# Kurultai Modifiers
kurultai_task_increase_county_opinion_modifier: "Popular Rule"
kurultai_task_increase_county_opinion_modifier_desc: "The people have been appeased and are happy with their liege, for now."
kurultai_task_decrease_county_opinion_modifier: "Exploited People"
kurultai_task_decrease_county_opinion_modifier_desc: "The people in this area have been exploited by and lost faith in their liege."
kurultai_task_increase_culture_opinion_modifier: "Cultural Bonds"
kurultai_task_increase_culture_opinion_modifier_desc: "Foreigners are feeling welcome at this character's court."
kurultai_task_decrease_culture_opinion_modifier: "Broken Bonds"
kurultai_task_decrease_culture_opinion_modifier_desc: "Foreigners are feeling unwelcome at this character's court."
steward_promote_culture_beth_nahrain: "$task_promote_culture$ of Beth Nahrain"
# TGP
STEWARD_PROMOTE_CULTURE_DEFIANT_AMBUSHERS: "[county.GetProvince.GetCounty.GetCulture.GetName] [culture_traditions|E]"

View file

@ -38,6 +38,17 @@
feudal_tax_high_short:0 "High"
feudal_tax_extortionate:0 "Extortionate $game_concept_taxes$"
feudal_tax_extortionate_short:0 "Extortionate"
nomad_government_taxes: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [taxes|U]"
nomad_tax_exempt: "[tax|E] Exempt"
nomad_tax_exempt_short: "Exempt"
nomad_tax_low: "Low $game_concept_taxes$"
nomad_tax_low_short: "Low"
nomad_tax_normal: "Medium $game_concept_taxes$"
nomad_tax_normal_short: "Medium"
nomad_tax_high: "High $game_concept_taxes$"
nomad_tax_high_short: "High"
nomad_tax_extortionate: "Extortionate $game_concept_taxes$"
nomad_tax_extortionate_short: "Extortionate"
feudal_government_levies:2 "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [levies|U]"
feudal_levies_exempt:0 "No Contribution"
feudal_levies_exempt_short:0 "None"
@ -49,6 +60,23 @@
feudal_levies_high_short:0 "High"
feudal_levies_extortionate:0 "Massive $game_concept_levy$ Contribution"
feudal_levies_extortionate_short:0 "Massive"
feudal_vassal: "Feudal"
feudal_vassal_desc: "$game_concept_feudal_desc$"
feudal_government_prestige: "[GetGovernment( 'feudal_government' ).GetNameNoTooltip] [prestige|U]"
feudal_prestige_none: "No Contribution"
feudal_prestige_none_short: "None"
feudal_prestige_normal: "Some $game_concept_prestige$ Contribution"
feudal_prestige_normal_short: "Low"
feudal_prestige_high: "High $game_concept_prestige$ Contribution"
feudal_prestige_high_short: "High"
nomad_government_prestige: "[GetGovernment( 'nomad_government' ).GetNameNoTooltip] [prestige|U]"
nomad_prestige_none: "No Contribution"
nomad_prestige_none_short: "None"
nomad_prestige_normal: "Some $game_concept_prestige$ Contribution"
nomad_prestige_normal_short: "Low"
nomad_prestige_high: "High $game_concept_prestige$ Contribution"
nomad_prestige_high_short: "High"
special_contract:3 "#color_black [Concept( 'vassal_contract', 'Special Contract' )|BU]#!"
special_contract_none:0 "No Special Contract"
@ -71,7 +99,7 @@
religious_rights_none:0 "Religiously Unprotected"
religious_rights_none_short:0 "Unprotected"
religious_rights_protected:0 "Religiously Protected"
religious_rights_protected_desc:3 "#emphasis #bold [vassal|E] Privileges:#!#!\nThe [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\nThe [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n\n#flavor The [vassal|E] is granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
religious_rights_protected_desc:3 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n\n#flavor The [vassal|E] is granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
religious_rights_protected_short:0 "Protected"
fortification_rights:0 "Fortification Rights"
@ -85,7 +113,7 @@
succession_rights_default:0 "Default $succession_rights$"
succession_rights_default_short:0 "Default"
succession_rights_forced_partition:0 "Forced Partition"
succession_rights_forced_partition_desc:0 "#emphasis #bold [vassal|E] Restrictions:#!#!\nThe [vassal|E] cannot have any [succession_law|E] beyond Partition\nThe [vassal|E] switches their [succession_law|E] to Partition\nThe [vassal|E] pays #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%#! more [prestige|E] to change [laws|E]\n\n#flavor The [vassal|E] is forced to never have any other form of succession but Partition for their [realm|E]. The administrative hurdle of this also increases the [vassals] [law] costs by #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%.#!#!"
succession_rights_forced_partition_desc:0 "#emphasis #bold [vassal|E] Restrictions:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] cannot have any [succession_law|E] beyond Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] switches their [succession_law|E] to Partition\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%#! more [prestige|E] to change [laws|E]\n\n#flavor The [vassal|E] is forced to never have any other form of succession but Partition for their [realm|E]. The administrative hurdle of this also increases the [vassals] [law] costs by #high [EmptyScope.ScriptValue('succession_rights_contract_law_cost_tooltip')|0]%.#!#!"
succession_rights_forced_partition_short:0 "Forced Partition"
coinage_rights:0 "Coinage Rights"
@ -99,7 +127,7 @@
war_declaration_rights_default:0 "Default $war_declaration_rights$"
war_declaration_rights_default_short:0 "Default"
war_declaration_rights_allowed:0 "Sanctioned $war_declaration_rights$"
war_declaration_rights_allowed_desc:1 "#emphasis #bold [vassal|E] Privileges:#!#!\nThe [vassal|E] can declare [war|E] regardless of the [liege|E]'s [crown_authority|E]\nThe [vassal|E] pays #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#! less for [casus_bellis|E] within the [realm|E]\n\n#flavor The [vassal] does not have to spend a [hook] if their [lieges] [crown_authority] prevents them from waging war. This special treatment also makes it easier for the [vassal] to declare wars inside the [realm|E], reducing the cost by #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#!.#!"
war_declaration_rights_allowed_desc:1 "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can declare [war|E] regardless of the [liege|E]'s [crown_authority|E]\n$EFFECT_LIST_BULLET$ The [vassal|E] pays #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#! less for [casus_bellis|E] within the [realm|E]\n\n#flavor The [vassal] does not have to spend a [hook] if their [lieges] [crown_authority] prevents them from waging war. This special treatment also makes it easier for the [vassal] to declare wars inside the [realm|E], reducing the cost by #high [EmptyScope.ScriptValue('war_declaration_rights_allowed_cost_reduction_tooltip')|0]%#!.#!"
war_declaration_rights_allowed_short:0 "Sanctioned"
council_rights:0 "Council Rights"
@ -107,14 +135,14 @@
council_rights_none_desc:0 "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [council].#!"
council_rights_none_short:0 "None"
council_rights_guaranteed:0 "$council_rights$ Guaranteed"
council_rights_guaranteed_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\nThe #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [council] privileges, and will expect a permanent seat on the [council]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
council_rights_guaranteed_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [council] privileges, and will expect a permanent seat on the [council]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
council_rights_guaranteed_short:0 "Guaranteed"
title_revocation_rights:0 "Title Revocation"
title_revocation_rights_default:0 "Default $title_revocation_rights$"
title_revocation_rights_default_short:0 "Default"
title_revocation_rights_protected:0 "Protected $title_revocation_rights$"
title_revocation_rights_protected_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\nThe [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the [liege|E] having a [revoke_title_reason] or not.#!"
title_revocation_rights_protected_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the [liege|E] having a [revoke_title_reason] or not.#!"
title_revocation_rights_protected_short:0 "Protected"
clan_government:0 "Clan"
@ -128,6 +156,8 @@
clan_government_levies_contribution_postfix:0 " (max [FixedPointToProgressbarValue(EmptyScope.ScriptValue('clan_government_levies_max_possible'))|1V])"
clan_government_unclamped_contribution_label:0 "Based on [opinion|E] of me"
clan_government_min_contribution_label:0 "[crown_authority|E] minimum"
clan_vassal: "Clan"
clan_vassal_desc: "$game_concept_clan_desc$"
republic_government:0 "Republic"
republic_government_with_icon: "@government_type_republic! $republic_government$"
@ -137,6 +167,8 @@
republic_government_vassals_label:1 "Republic [obligations|E] are the same for all Republican [vassals|E]"
republic_government_obligations:1 "Republic [obligations|E]"
republican_vassals_pay_more_parameter:0 "From [liege|E] [culture_traditions|E]"
republic_vassal: "Republic"
republic_vassal_desc: "$game_concept_republic_desc$"
tribal_government:0 "Tribal"
tribal_government_with_icon: "@government_type_tribal! $tribal_government$"
@ -149,6 +181,8 @@
tribal_liege_inefficiency_plus_perk:0 "[liege|E] is [tribal|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_liege_inefficiency:0 "[liege|E] is [tribal|E]"
has_detailed_ledgers_perk:0 "[liege|E] has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
tribal_vassal: "Tribal"
tribal_vassal_desc: "$game_concept_tribal_desc$"
theocracy_government:0 "Theocracy"
theocracy_government_with_icon: "@government_type_theocracy! $theocracy_government$"
@ -159,6 +193,8 @@
theocracy_government_obligations:1 "Theocratic [obligations|E]"
theocracy_government_vassal_contribution_wrong_faith:0 "@warning_icon! #X [liege|E] is of wrong [faith|E]#!"
theocracy_government_vassal_contribution_piety_level:0 "[liege|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
theocracy_vassal: "Theocracy"
theocracy_vassal_desc: "$game_concept_theocracy_desc$"
holy_order_government:0 "Holy Order"
holy_order_government_with_icon: "@government_type_holy_order! $holy_order_government$"
@ -172,40 +208,82 @@
mercenary_government_desc:1 "\nMercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks."
mercenary_government_adjective:0 "Mercenary Company"
default_tributary_levies: "[tributary|E] [levies|U]"
tributary_levies_exempt: "None [levies|e]"
tributary_levies_exempt_short: "None"
tributary_levies_low: "Low [levies|e]"
tributary_levies_low_short: "Low"
tributary_levies_high: "High [levies|e]"
tributary_levies_high_short: "High"
default_tributary_taxes: "[tributary|E] [taxes|U]"
tributary_tax_none: "No [taxes|E]"
tributary_tax_none_short: "None"
tributary_tax_low: "Low [taxes|E]"
tributary_tax_low_short: "Low"
tributary_tax_high: "High [taxes|E]"
tributary_tax_high_short: "High"
default_tributary_prestige: "[tributary|E] [prestige|U]"
create_cadet_branches_trigger:0 "Creation of [cadet_branches|E]"
create_cadet_branches_rule:0 "Create [cadet_branches|E]"
GOVERNMENT_RULE_INFO:1 "$EFFECT_LIST_BULLET$ Can $RULE|V$"
GOVERNMENT_HOLDING_INFO:1 "$EFFECT_LIST_BULLET$ Can hold [HOLDING_TYPE.GetName|V] [holdings|E]"
GOVERNMENT_CLAN_NOT_ALLIED:0 "No [alliance|E] as Clan [vassal|E]"
GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL:0 "No [alliance|E] as powerful Clan [vassal|E]"
government_can_raid_rule:1 "[government|E] allows the [raiding|E] of foreign [counties|E] for [raid_loot|E]"
government_can_raid_rule:1 "#indent_newline:3 [government|E] allows the [raiding|E] of foreign [counties|E] for [loot|E]#!"
government_can_use_subject_men_at_arms: "Can recruit [men_at_arms|E] from [vassals|E] and [tributaries|E]"
may_elevate_co_monarch: "#indent_newline:3 Allows [rulers|E] of at least [kingdom|E]-[title_tier|E] to elevate a [co_monarch|E] from amongst their adult [children|E]#!"
government_is_feudal:0 "Uses [vassal_contracts|E]"
government_is_republic:0 "Is unplayable"
government_is_theocracy:0 "Is unplayable"
government_is_clan:0 "Uses [tax_jurisdictions|E]"
government_is_tribal:0 "Uses [prestige|E] to buy [men_at_arms|E]"
government_is_tribal: "Is a Tribal-type [government|E]"
government_is_wanua: "Enables [barter_goods_i][bartering|E]"
use_prestige_to_buy_maa: "Uses [prestige|E] to buy [men_at_arms|E]"
government_is_mercenary:0 "Is unplayable"
government_is_holy_order:0 "Is unplayable"
government_is_landless_adventurer: "Has access to a [camp|E]"
government_is_administrative: "Has access to an [estate|E]"
government_is_nomadic: "Has [herd|E]"
government_is_herder: "Is unplayable"
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
government_is_japan_feudal: "$government_is_japan_administrative$"
government_is_japan_administrative: "Has access to [manor|E], [blocs|E], and [house_aspirations|E]"
government_is_meritocratic: "Has access to an [estate|E] and uses [merit|E]"
government_is_steppe_admin: "Has access to an [estate|E] and uses [merit|E] and [obedience|E]"
government_has_influence: "Uses [influence_i|E][influence|E]"
government_has_merit: "Uses [merit_i|E][merit|E]"
government_has_treasury: "Uses [treasury_i|E][treasury|E]"
government_has_title_men_at_arms: "Allows recruitment of [title_men_at_arms|E]"
government_has_powerful_families: "Enables [noble_families|E]"
may_appoint_viziers: "May appoint [viziers|E]"
government_ignores_rightful_liege_penalties: "Ignores penalties from not being rightful liege"
government_is_bureaucratic: "Is [government_bureaucratic_type|E]"
government_is_not_republic_or_admin_desc: "[government|E] is #bold not#! [GetGovernment('republic_government').GetName] or [GetGovernment('administrative_government').GetName]"
CHARACTER_WINDOW_MILITARY_STRENGTH_TOOLTIP: "[CharacterWindow.GetMilitaryStrengthTooltip][AddLocalizationIf(Not(StringIsEmpty(CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip)),'MAA_SUBJECT_ACCESS_POTENTIAL')]"
SUBJECT_MAA_HINT: "You could recruit @[MenAtArmsType.GetIconKey]_icon![Nbsp][MenAtArmsType.GetName] from the following [realms|E] if they were your [tributary|E] or [vassal|E]:#indent_newline:2 \n$BREAKDOWN$#!"
SUBJECT_MAA_HINT_ENTRY: "[CHARACTER.GetPrimaryTitle.GetBaseNameNoTier] ([CHARACTER.GetShortUIName])"
MAA_SUBJECT_ACCESS_POTENTIAL: "\n\n#EMP Would provide access to new [men_at_arms|E] if they were your [tributary|E] or [vassal|E]:#! #indent_newline:2 \n[CharacterWindow.GetMenAtArmsSubjectRecruitmentPotentialTooltip]#!"
MAA_SUBJECT_ACCESS_POTENTIAL_ENTRY: "@[MEN_AT_ARMS_TYPE.GetIconKey]_icon![Nbsp][MEN_AT_ARMS_TYPE.GetName]"
SUPPLY_MULT_DIFERENT_GOVERNMENT:0 "[GOVERNMENT_TYPE.GetAdjective] Lands"
CONTRACT_LIEGE_SIGNATURE:0 "The Liege,\n[VassalContract.GetLiege.GetTitledFirstNameNoTooltip]\nof House [VassalContract.GetLiege.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_VASSAL_SIGNATURE:0 "The Vassal,\n[VassalContract.GetVassal.GetTitledFirstNameNoTooltip]\nof House [VassalContract.GetVassal.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_LIEGE_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE', 'CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE' )],\n[SubjectContract.GetLiege.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetLiege.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_LIEGE_SIGNATURE_LIEGE_TYPE: "Liege"
CONTRACT_LIEGE_SIGNATURE_SUZERAIN_TYPE: "Suzerain"
CONTRACT_VASSAL_SIGNATURE:0 "The [SelectLocalization( SubjectContract.IsTributary, 'CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE', 'CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE' )],\n[SubjectContract.GetSubject.GetTitledFirstNameNoTooltip]\nof House [SubjectContract.GetSubject.GetHouse.GetBaseNameNoTooltip]"
CONTRACT_VASSAL_SIGNATURE_VASSAL_TYPE: "Vassal"
CONTRACT_VASSAL_SIGNATURE_TRIBUTARY_TYPE: "Tributary"
marriage_favor_rights:0 "Marriage Favor"
marriage_favor_rights_default:0 "Default $marriage_favor_rights$"
marriage_favor_rights_default_short:0 "Default"
marriage_favor_rights_granted:0 "Granted $marriage_favor_rights$"
marriage_favor_rights_granted_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\nThe [liege|E] commit to marry their close family to seal an alliance, before marrying them to anyone else.\n\n#flavor The [vassal|E] is among the favorite of the [liege|E], and should be able to seal an alliance through marriage.#!"
marriage_favor_rights_granted_desc:0 "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] commits to marry their close family to seal an alliance before marrying them to anyone else\n\n#flavor The [vassal|E] is among the favorite of the [liege|E], and should be able to seal an alliance through marriage.#!"
marriage_favor_rights_granted_short:0 "Granted"
antagonistic: "Antagonistic"
@ -232,8 +310,8 @@
house_unity_parameter_unity_less_likely_factions: "[house|E] [vassals|E] are #P less likely#! to create [factions|E]"
house_unity_parameter_unity_significantly_less_likely_factions: "[house|E] [vassals|E] are #P significantly less likely#! to create [factions|E]"
CB_UNITY_COST: "Your [house_unity|E]"
house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the #high Invasion#! [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0]#! years"
house_unity_parameter_unity_unlimited_invasions: "[rulers|E] have unlimited access to the Invasion [casus_belli|E], which replaces any regular Invasion Casus Belli"
house_unity_parameter_unity_multiple_invasions: "[rulers|E] may use the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E] once every [EmptyScope.ScriptValue('unity_antagonistic_invasion_cooldown_value')|V0]#! years"
house_unity_parameter_unity_unlimited_invasions: "[rulers|E] have unlimited access to the [GetCasusBelliType('invasion_war').GetName] [casus_belli|E], which replaces any regular Invasion Casus Belli"
house_unity_parameter_unity_lower_prestige_requirements: "All [casus_bellis|E] that require a specific [prestige_level|E] require one less"
house_unity_parameter_unity_war_opinion: "[victory|E], [white_peace|E] and [defeat|E] have various effects on [house|E] [vassal|E] [opinion|E]"
house_unity_parameter_unity_disable_invasions: "[rulers|E] cannot use the Invasion [casus_belli|E]"
@ -244,6 +322,7 @@
house_unity_parameter_unity_unlock_befriend_scheme: "[house|E] members can [GetScheme('befriend').GetTypeName] each other"
house_unity_parameter_unity_can_challenge_house_head: "[house|E] members may challenge their [house_head|E] in order to take their place"
house_unity_parameter_unity_can_create_cadet_branches: "[independent|E] [house|E] members may create [cadet_branches|E]"
house_unity_parameter_unity_enable_border_wars: "[independent|E] [house|E] members' #V [GetLawGroup('border_wars_laws').GetName]#! is locked to [GetLaw('top_liege_not_redirected_to_border_wars_law').GetName] [title_law|E]"
house_unity_can_create_cadet_branches_tt: "[house_unity|E] is @dynasty_house_unity_antagonistic! $antagonistic$"
house_unity_parameter_unity_succession_clan_antagonistic_partition_succession: "The [house_succession_law|E] is [GetLaw('clan_antagonistic_partition_succession_law').GetName]"
@ -393,7 +472,7 @@
default_tax_collector_flavor_desc: "A standard tax. Taxpayers pay no more, and no less, than what they are expected to."
jizya_special_rights_tax_collector: "Jizya Status"
jizya_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privileges:#!#!\nThe [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\nThe [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\nThe [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal|E] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the $game_concept_liege$ having a [revoke_title_reason|E] or not.\n\nThe $game_concept_vassal$ is also granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
jizya_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ The [liege|E] cannot [demand_conversion|E] of the [vassal|E]\nThe [liege|E] cannot use [convert_county|E] in the [vassals|E]' lands\n$EFFECT_LIST_BULLET$ The [liege|E] cannot use [faith|E] as a reason to avoid [tyranny|E] when revoking titles\n$EFFECT_LIST_BULLET$ The [liege|E] cannot revoke the [vassals_possessive|E] [titles|E]\n\n#flavor The [vassal|E] is guaranteed ownership of their [titles], preventing the [liege|E] from revoking them regardless of the $game_concept_liege$ having a [revoke_title_reason|E] or not.\n\nThe $game_concept_vassal$ is also granted a special protected status, with the realm officially recognizing their right to practice their own [faith|E].#!"
jizya_special_rights_tax_collector_flavor_desc: "Jizya is a special tax assigned to #italic dhimmis#!, religious minorities, in return for the privilege to practice their errant faith in peace."
unlock_jizya_contract_name: "[GetFaithDoctrine('tenet_tax_nonbelievers').GetBaseName] [core_tenet|E]"
@ -411,7 +490,7 @@
ghazi_special_rights_tax_collector: "Ghazi Status"
ghazi_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\nThe [vassal|E] pays less [piety|E] to use [holy_war|E] [casus_bellis|E] but more [prestige_i][prestige|E] for any other [casus_bellis|E] \n\n#flavor The [vassal|E] is chosen as a warrior of the [faith|E] by the [liege|E], charged with carrying the borders outwards through [holy_war|E].#!"
ghazi_special_rights_tax_collector_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] pays less [piety|E] to use [holy_war|E] [casus_bellis|E] but more [prestige_i][prestige|E] for any other [casus_bellis|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]\n\n#flavor The [vassal|E] is chosen as a warrior of the [faith|E] by the [liege|E], charged with carrying the borders outwards through [holy_war|E].#!"
ghazi_special_rights_tax_collector_flavor_desc: "Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state."
@ -422,7 +501,7 @@
maguh_special_rights_tax_collector_flavor_desc: "An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state."
muqata_special_rights_tax_collector: "Muqata Status"
muqata_special_rights_tax_collector_flavor_desc: "Muqata is a tax system where distant lands are given greater autonomy and taxed less, to promote stability and long-term development."
muqata_special_rights_tax_collector_flavor_desc: "Muqata is a tax system where distant lands are given greater autonomy and are taxed less, to promote stability and long-term development."
strict_taxation_tax_collector: "Zakat"
strict_taxation_tax_collector_flavor_desc: "Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need."
@ -448,33 +527,35 @@
admin_theme_military: "@military_administration! Military Administration"
admin_theme_military_short: "@military_administration! Military"
admin_theme_military_text_icon: "@military_administration!"
admin_theme_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nIncreases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!"
admin_theme_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!"
admin_theme_military_desc: "#flavor A military administration puts all energy on recruiting and training formidable troops for the imperial army.#!"
admin_theme_civilian: "@civilian_administration! Civilian Administration"
admin_theme_civilian_short: "@civilian_administration! Civilian"
admin_theme_civilian_text_icon: "@civilian_administration!"
admin_theme_civilian_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nIncreases [governor_efficiency|E] based on [stewardship|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n[influence|E] gained from constructing [buildings|E] in held [counties|E] is increased"
admin_theme_civilian_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [stewardship|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n[influence|E] gained from constructing [buildings|E] in held [counties|E] is increased"
admin_theme_civilian_desc: "#flavor Exempt from military service, a civilian administration focuses on improving the economy and well-being of the citizens.#!"
admin_theme_frontier: "@frontier_administration! Frontier Administration"
admin_theme_frontier_short: "@frontier_administration! Frontier"
admin_theme_frontier_text_icon: "@frontier_administration!"
admin_theme_frontier_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\nUnlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\nIncreases [governor_efficiency|E] based on [prowess|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\nUnlocks the #high $EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]\nEnables [raiding|E]"
admin_theme_frontier_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prowess|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]\n$EFFECT_LIST_BULLET$ Enables [raiding|E]"
admin_theme_frontier_desc: "#flavor One cannot leave the borders undefended. A frontier administration will ensure the realm's defenses and stand ready to repel any potential invaders.#!"
admin_theme_imperial: "@imperial_administration! Imperial Administration"
admin_theme_imperial_short: "@imperial_administration! Imperial"
admin_theme_imperial_text_icon: "@imperial_administration!"
admin_theme_imperial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nIncreases [governor_efficiency|E] based on [prestige_level|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_currency_level_increase_value')|+0%/] for each level#!#!\nIncreases [powerful_family|E] Rating\nCannot have appointment revoked without a [revoke_title_reason|E]"
admin_theme_imperial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [prestige_level|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_currency_level_increase_value')|+0%/] for each level#!#!\n$EFFECT_LIST_BULLET$ Increases [powerful_family|E] Rating\nCannot have appointment revoked without a [revoke_title_reason|E]"
admin_theme_imperial_desc: "#flavor An imperial administration provides a significant level of autonomy and freedom from many regular responsibilities. It is the most prestigious administration one can have.#!"
admin_theme_naval: "@naval_administration! Naval Administration"
admin_theme_naval_short: "@naval_administration! Naval"
admin_theme_naval_text_icon: "@naval_administration!"
admin_theme_naval_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\nUnlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\nIncreases [governor_efficiency|E] for every controlled #high [GetBuilding('common_tradeport_01').GetTypeName]#!#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_building_increase_value')|+0%/] for each [GetBuilding('common_tradeport_01').GetTypeName]#!#!\nUnlocks the #high $NAVAL_EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]"
admin_theme_naval_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] for every controlled #high [GetBuilding('common_tradeport_01').GetTypeName]#!#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_building_increase_value')|+0%/] for each [GetBuilding('common_tradeport_01').GetTypeName]#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $NAVAL_EXPANSION_DUCHY_CB_NAME$#! [casus_belli|E]"
admin_theme_naval_desc: "#flavor The navy is the backbone of any expansive realm. With a dedicated naval administration, safety and efficiency at sea will be highly increased.#!"
ADMINISTRATIVE_CONTRACT: "[Character.Custom( 'GetProvinceConceptNoTooltip' )] Administration"
admin_theme_frontier_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must border another [realm|E]"
admin_theme_imperial_valid_desc: "Only one [vassal.Custom( 'GetProvinceConceptNoTooltip' )] can have this administration active"
admin_theme_naval_valid_desc: "The [vassal.Custom( 'GetProvinceConceptNoTooltip' )] must be Coastal"
admin_contract_forbids_revocation_desc: "You cannot revoke [titles|E] or Appointments from a [vassal|E] governing with the [GetVassalContractType( 'administrative_themes' ).GetObligationName( 'admin_theme_imperial' )] unless you have a [revoke_title_reason|E]"
admin_contract_forbids_revocation_desc: "You cannot revoke [titles|E] or Appointments from a [vassal|E] governing with the [GetSubjectContractType( 'administrative_themes' ).GetObligationName( 'admin_theme_imperial' )] unless you have a [revoke_title_reason|E]"
admin_vassal: "Administrative"
admin_vassal_desc: "$game_concept_administrative_desc$"
# Landless Adventurer Camps
landless_adventurer_government: "Adventurer"
@ -486,3 +567,384 @@
adventurer_rule: "only earn [gold|E] and [prestige|E] by undertaking [task_contracts|E]"
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
# Nomads
nomad_government: "Nomadic"
nomad_government_with_icon: "@government_type_nomad! $nomad_government$"
nomad_government_adjective: "Nomadic"
nomad_government_realm: "Nomadic Land"
nomad_government_desc: "\n$game_concept_nomadic_desc$\n\n#F For nomads, moving is their way of life. Ensuring that the herd can grow is their primary concern. Every ruler is only as strong as the strength of their people.#!"
NOMAD_CONTRACT: "Nomadic Contract"
nomad_vassal: "Nomadic"
nomad_vassal_desc: "Under the Nomadic [government_form|E], a [nomad|E] offers some [herd|E] to their [liege|E] in exchange for land and protection. The specifics are regulated by the [vassal_contract|E] between Vassal and Liege."
government_can_use_tributary_men_at_arms: "Can #V recruit#! [men_at_arms|E] from [tributaries|E]"
ignores_faith_marriage_penalties: "#indent_newline:3 Ignores [faith|E] when arranging [marriages|E] with [GetGovernment( 'nomad_government' ).GetName] or [GetGovernment( 'herder_government' ).GetName] [rulers|E] or their [tributaries|E]#!"
is_nomad_title: "Is [GetGovernment( 'nomad_government' ).GetName] Camp [title|E]"
can_start_war_with_raised_troops: "Can start [wars|E] with raised [armies|E]"
movement_speed_from_government: "$MOD_MOVEMENT_SPEED$: #P +10%#!"
land_raiding_movement_speed_from_government: "$MOD_MOVEMENT_SPEED_LAND_RAIDING$: #P +10%#!"
no_hostile_attrition_in_steppe: "#indent_newline:3 No #V Hostile County#! [attrition|E] while [raiding|E] in [the_great_steppe|E]#!"
can_raze_holdings: "Can Raze [holdings|E] for [gold|E]"
nomad_government_herd: "[herd|U] Tithes"
herd_tax_exempt: "$game_concept_herd$ Exempt"
herd_tax_exempt_short: "Exempt"
herd_tax_low: "Low $game_concept_herd$"
herd_tax_low_short: "Low"
herd_tax_normal: "Normal $game_concept_herd$"
herd_tax_normal_short: "Normal"
herd_tax_high: "High $game_concept_herd$"
herd_tax_high_short: "High"
herd_tax_extortionate: "Extortionate $game_concept_herd$"
herd_tax_extortionate_short: "Extortionate"
prestige_transfer_none: "No $game_concept_prestige$ Transfer"
prestige_transfer_none_short: "None"
prestige_transfer_normal: "Low $game_concept_prestige$ Transfer"
prestige_transfer_normal_short: "Low"
prestige_transfer_high: "High $game_concept_prestige$ Transfer"
prestige_transfer_high_short: "High"
mandala_government_piety: "[mandala|U] $game_concept_piety$"
mandala_piety_low: "Low $game_concept_piety$ Contribution"
mandala_piety_low_short: "Low"
mandala_piety_normal: "Normal $game_concept_piety$ Contribution"
mandala_piety_normal_short: "Normal"
mandala_piety_high: "High $game_concept_piety$ Contribution"
mandala_piety_high_short: "High"
mandala_government_taxes: "[mandala|U] Taxes"
mandala_tax_exempt: "Tax Exempt"
mandala_tax_exempt_short: "Exempt"
mandala_tax_low: "Low Taxes"
mandala_tax_low_short: "Low"
mandala_tax_normal: "Normal Taxes"
mandala_tax_normal_short: "Normal"
mandala_tax_high: "High Taxes"
mandala_tax_high_short: "High"
mandala_tax_extortionate: "Extortionate Taxes"
mandala_tax_extortionate_short: "Extortionate"
mandala_government_levies: "[mandala|U] $game_concept_levies$"
mandala_levies_exempt: "No Contribution"
mandala_levies_exempt_short: "None"
mandala_levies_low: "Low $game_concept_levy$ Contribution"
mandala_levies_low_short: "Low"
mandala_levies_medium: "Medium $game_concept_levy$ Contribution"
mandala_levies_medium_short: "Medium"
mandala_levies_high: "High $game_concept_levy$ Contribution"
mandala_levies_high_short: "High"
mandala_levies_extortionate: "Massive $game_concept_levy$ Contribution"
mandala_levies_extortionate_short: "Massive"
mandala_government_prestige: "[mandala|U] $game_concept_prestige$"
mandala_prestige_low: "Low $game_concept_prestige$ Contribution"
mandala_prestige_low_short: "Low"
mandala_prestige_normal: "Normal $game_concept_prestige$ Contribution"
mandala_prestige_normal_short: "Normal"
mandala_prestige_high: "High $game_concept_prestige$ Contribution"
mandala_prestige_high_short: "High"
kurultai_rights: "Kurultai Rights"
kurultai_rights_none: "No $kurultai_rights$"
kurultai_rights_none_desc: "#flavor The [vassal] is not granted any out-of-the-ordinary privileges when it comes to the [kurultai|E].#!"
kurultai_rights_none_short: "None"
kurultai_rights_guaranteed: "$kurultai_rights$ Guaranteed"
kurultai_rights_guaranteed_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The #high $force_onto_council$#! [interaction|E] can be used at will\n\n#flavor The [vassal] is granted special [kurultai|E] privileges, and will expect a permanent seat on the [kurultai|E]. Granting this privilege to too many [vassals] will eventually upset the [powerful_vassals] of the [realm|E].#!"
kurultai_rights_guaranteed_short: "Guaranteed"
liege_war_participation_obligation: "Liege War Support"
liege_war_participation_obligation_none: "No $liege_war_participation_obligation$"
liege_war_participation_obligation_none_desc: "#flavor The [liege|E] will not join the [vassal|E]'s wars.#!"
liege_war_participation_obligation_none_short: "None"
liege_war_participation_obligation_forced: "Forced $liege_war_participation_obligation$"
liege_war_participation_obligation_forced_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] can use the $call_ally_interaction$ [interaction|E] on the [liege|E]\n\n.#flavor Refusal will result in [prestige|E] loss for the [liege|E] and the [vassal|E] will stop being [obedient|E] if they were so before.#!"
liege_war_participation_obligation_forced_short: "Forced"
suzerain_war_participation_guarantee: "Suzerain Guarantee"
suzerain_war_participation_guarantee_none: "No $suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_none_desc: "#flavor The [suzerain|E] cannot be called into the [tributary|E]'s defensive wars, but may still offer to do so.#!"
suzerain_war_participation_guarantee_none_short: "None"
suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee$"
suzerain_war_participation_guarantee_available_desc: "#emphasis #bold [tributary|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ If attacked, the [tributary|E] can use the $call_ally_interaction$ [interaction|E] on the [suzerain|E].\n\n#flavor Refusal will result in [prestige|E] loss for the [suzerain|E] and the [tributary|E] will be released.#!"
suzerain_war_participation_guarantee_available_short: "Guaranteed"
mandala_suzerain_war_participation_guarantee: "$suzerain_war_participation_guarantee$"
mandala_suzerain_war_participation_guarantee_none: "$suzerain_war_participation_guarantee_none$"
mandala_suzerain_war_participation_guarantee_none_desc: "$suzerain_war_participation_guarantee_none_desc$"
mandala_suzerain_war_participation_guarantee_none_short: "$suzerain_war_participation_guarantee_none_short$"
mandala_suzerain_war_participation_guarantee_available: "$suzerain_war_participation_guarantee_available$"
mandala_suzerain_war_participation_guarantee_available_desc: "$suzerain_war_participation_guarantee_available_desc$"
mandala_suzerain_war_participation_guarantee_available_short: "$suzerain_war_participation_guarantee_available_short$"
tributary_war_participation_obligation: "Tributary War Support"
tributary_war_participation_obligation_none: "No $tributary_war_participation_obligation$"
tributary_war_participation_obligation_none_desc: "#flavor The [tributary|E] will not automatically join the [suzerain|E]'s wars, but may still offer to do so.#!"
tributary_war_participation_obligation_none_short: "None"
tributary_war_participation_obligation_forced: "Forced $tributary_war_participation_obligation$"
tributary_war_participation_obligation_forced_desc: "#emphasis #bold [suzerain|E] Privilege:#!#!\nThe [tributary|E] will automatically be called into the [suzerain|E]'s wars."
tributary_war_participation_obligation_forced_short: "Forced"
# Raiding rights
raiding_rights: "Raiding Privileges"
raiding_rights_none: "No $raiding_rights$"
raiding_rights_none_desc: "#flavor The [vassal|E] cannot raid any other fellow vassals.#!"
raiding_rights_none_short: "None"
raiding_rights_granted: "$raiding_rights$ Granted"
raiding_rights_granted_desc: "#emphasis #bold [vassal|E] Privilege:#!#!\n$EFFECT_LIST_BULLET$ The [vassal|E] is allowed to raid other fellow vassals\n\n#flavor The restrictions on raiding fellow [vassals|E] are lifted and the vassal can target any other peer vassal.#!"
raiding_rights_granted_short: "Granted"
CB_CONFEDERATION_VASSALS: "Attacking a fellow [confederation|E] member"
# Herders
herder_government: "Herder"
herder_government_with_icon: "@government_type_herder! $herder_government$"
herder_government_adjective: "Herder"
herder_government_realm: "Pastureland"
herder_government_desc: "\n$game_concept_herder_desc$\n\n#F Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock.#!"
herder_vassal: "Herder"
herder_vassal_desc: "$game_concept_herder_desc$"
herder_government_vassals_label: "Herder [obligations|E] cannot be adjusted"
nomad_government_vassals_label: "Nomad [obligations|E] are based on each [vassal|E]'s [vassal_contract|E]"
# Mandala
mandala_government: "Mandala"
mandala_government_with_icon: "@government_type_mandala! $mandala_government$"
mandala_government_adjective: "Mandala"
mandala_government_realm: "Mandala Realm"
mandala_government_desc: "\n$game_concept_mandala_desc$\n\n#F The petals of the Mandala government may wither and die, but at the core stands the divine right, manifested in the Devaraja. An ambitious enough ruler can make the Mandala last, #EMP eternally#!. #!"
mandala_vassal: "Mandala"
mandala_vassal_desc: "$game_concept_mandala_desc$"
liege_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(liege.GetPietyLevel)|L]"
suzerain_piety_level_desc: "Your [piety_level|E] is [GetPietyLevelName(suzerain.GetPietyLevel)|L]"
has_coerce_tributary_scheme: "May use the [GetScheme('coerce_tributary').GetTypeName] [scheme|E]"
additional_piety_from_religious_buildings: "Gains additional [piety|E] from constructing [pious_buildings|E] and [temple_citadels|E]"
can_perform_ritual_contracts: "Realm provinces and [subjects|E] occasionally spawn [mandala_rituals|E]"
uses_mandala_aspects: "Uses [mandala_aspects|E]"
uses_mandala_decrees: "Uses [mandala_decrees|E]"
devaraja_blessings_msg: "Devaraja Blessings Shine Upon You"
devaraja_divinity_msg: "Your Devaraja Followers Adore You"
# Celestial
celestial_obligations: "Celestial Obligations"
celestial_provinces: "$administrative_themes$"
celestial_province_standard: "@celestial_standard_administration! Standard Administration"
celestial_province_standard_short: "Standard"
celestial_province_standard_text_icon: "@celestial_standard_administration!"
celestial_province_standard_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]"
celestial_province_standard_desc: "#low A civil type that attends to the everyday needs of the government and the local inhabitants#!"
celestial_province_industrial: "@celestial_industrial_administration! Industrial Administration"
celestial_province_industrial_short: "Industrial"
celestial_province_industrial_text_icon: "@celestial_industrial_administration!"
celestial_province_industrial_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\nUses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_industrial_max_value')|V0]#!"
celestial_province_industrial_desc: "#low A civil administration that focuses on improving the area's productivity and long-term development.#!"
celestial_province_industrial_amount_desc: "$celestial_province_industrial_short$ limit reached"
celestial_province_metropolitan: "@celestial_metropolitan_administration! Metropolitan Administration"
celestial_province_metropolitan_short: "Metropolitan"
celestial_province_metropolitan_text_icon: "@celestial_metropolitan_administration!"
celestial_province_metropolitan_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [diplomacy|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_metropolitan_max_value')|V0]#!"
celestial_province_metropolitan_desc: "#low An efficient civil administration applied to larger urban areas. It greatly emphasizes on efficient use of taxes and making cities prosper.#!"
celestial_province_metropolitan_amount_desc: "$celestial_province_metropolitan_short$ limit reached"
celestial_province_military: "@celestial_military_administration! Military Administration"
celestial_province_military_short: "Military"
celestial_province_military_text_icon: "@celestial_military_administration!"
celestial_province_military_benefits: "#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_military_max_value')|V0] at this tier.#!"
celestial_province_military_desc: "#low A military administration that enables the mustering of troops. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!"
celestial_province_military_amount_desc: "$celestial_province_military_short$ limit reached"
celestial_province_protectorate: "@celestial_protectorate_administration! Protectorate Administration"
celestial_province_protectorate_short: "Protectorate"
celestial_province_protectorate_text_icon: "@celestial_protectorate_administration!"
celestial_province_protectorate_benefits: "#emphasis #bold [liege|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Unlocks the #high $frontier_influence_war_interaction$#! [interaction|E] allowing the liege to request the [vassal|E] to declare war for a foreign [duchy|E]-tier [title|E]\n\n#emphasis #bold [vassal|E] Benefits:#!#!\n$EFFECT_LIST_BULLET$ Increases [governor_efficiency|E] based on [martial|E]#indent_newline:4 \n#weak Adds an extra [EmptyScope.ScriptValue('efficiency_skill_increase_value')|+1%/] for each [skill|E] Point#!#!\n$EFFECT_LIST_BULLET$ Can recruit [GetMaA('zhanmadao_infantry').GetName]\n$EFFECT_LIST_BULLET$ Uses [GetLaw('celestial_military_appointment_succession_law').GetName]\n\n#alert_trial @alert_icon! Limited to [EmptyScope.ScriptValue('celestial_province_protectorate_max_value')|V0]#!"
celestial_province_protectorate_desc: "#low A greatly improved military administration. A protectorate will significantly bolster our military might!#!"
celestial_province_protectorate_amount_desc: "$celestial_province_protectorate_short$ limit reached"
celestial_province_de_jure_desc: "Is #bold not#! a [de_jure|E] [title|E]"
celestial_province_metropolitan_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_metropolitan' )]"
celestial_province_protectorate_name_desc: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
celestial_government_vassals_label: "[celestial|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
celestial_ministry_obligations: "[ministry_obligations|E]"
celestial_minister_none: "None"
celestial_minister_none_short: "$celestial_minister_none$"
celestial_minister_civil: "Ministry Obligations"
celestial_minister_civil_short: "Ministry"
celestial_minister_military: "Grand Marshal Obligations"
celestial_minister_military_short: "Grand Marshal"
# Maritime Tribal
wanua_government: "Wanua"
wanua_government_with_icon: "@government_type_wanua! $wanua_government$"
wanua_government_adjective: "Wanua"
wanua_government_realm: "Wanua Realm"
wanua_government_desc: "\n$game_concept_wanua_desc$\n\n#F From their coastal settlements, [Glossary( 'Wanua', 'WANUA_GLOSS' )] rulers are able to cross the seas to barter and raid far more effectively than their continental $tribal_government_adjective$ counterparts.#!"
WANUA_GLOSS: "A collection of small villages and rural communities in Maritime Southeast Asia is often called a #italic Wanua#!, #italic Banwa#!, #italic Manua#!, and many other linguistic variants of the Malayic root word."
wanua_government_obligations: "$tribal_government_obligations$"
wanua_government_vassals_label: "$wanua_government_adjective$ [obligations|E] are based on [prestige_level|E] of [liege|E]"
wanua_liege_inefficiency_plus_perk: "[liege|E] is [wanua|E] and has [GetPerk( 'detailed_ledgers_perk' ).GetName( GetPlayer )]"
wanua_liege_inefficiency: "[liege|E] is [wanua|E]"
wanua_vassal: "$wanua_government_adjective$"
wanua_vassal_desc: "$game_concept_wanua_desc$"
government_enables_trade_ports: "#indent_newline:3 Allows the #V $building_type_common_tradeport_01$#! line of [buildings|E] to be constructed in coastal [wanua|E] [holdings|E]#!"
government_enables_river_travel: "#indent_newline:3 $unlocks_sailable_major_rivers$#!"
government_enables_naval_raiding: "#indent_newline:3 $unlocks_naval_raiding$#!"
celestial_treasury: "[treasury_vassal_development|E]"
celestial_treasury_very_low: "Very Low $game_concept_treasury_vassal_development$"
celestial_treasury_very_low_short: "Very Low"
celestial_treasury_low: "Low $game_concept_treasury_vassal_development$"
celestial_treasury_low_short: "Low"
celestial_treasury_medium: "Medium $game_concept_treasury_vassal_development$"
celestial_treasury_medium_short: "Medium"
celestial_treasury_high: "High $game_concept_treasury_vassal_development$"
celestial_treasury_high_short: "High"
celestial_treasury_very_high: "Very High $game_concept_treasury_vassal_development$"
celestial_treasury_very_high_short: "Very High"
celestial_salary: "[governor_salary|E]"
celestial_salary_very_low: "Meager Salary"
celestial_salary_very_low_short: "Meager"
celestial_salary_low: "Modest Salary"
celestial_salary_low_short: "Modest"
celestial_salary_medium: "Average Salary"
celestial_salary_medium_short: "Average"
celestial_salary_high: "Generous Salary"
celestial_salary_high_short: "Generous"
celestial_salary_very_high: "Extravagant Salary"
celestial_salary_very_high_short: "Extravagant"
salary: "$celestial_salary$"
salary_very_low: "$celestial_salary_very_low$"
salary_very_low_short: "$celestial_salary_very_low$"
salary_low: "$celestial_salary_low$"
salary_low_short: "$celestial_salary_low_short$"
salary_medium: "$celestial_salary_medium$"
salary_medium_short: "$celestial_salary_medium_short$"
salary_high: "$celestial_salary_high$"
salary_high_short: "$celestial_salary_high_short$"
salary_very_high: "$celestial_salary_very_high$"
salary_very_high_short: "$celestial_salary_very_high_short$"
treasury_very_low: "$celestial_treasury_very_low$"
treasury_very_low_short: "$celestial_treasury_very_low_short$"
treasury_low: "$celestial_treasury_low$"
treasury_low_short: "$celestial_treasury_low_short$"
treasury_medium: "$celestial_treasury_medium$"
treasury_medium_short: "$celestial_treasury_medium_short$"
treasury_high: "$celestial_treasury_high$"
treasury_high_short: "$celestial_treasury_high_short$"
treasury_very_high: "$celestial_treasury_very_high$"
treasury_very_high_short: "$celestial_treasury_very_high_short$"
celestial_ministry_budget: "Ministry Budget"
celestial_ministry_budget_low: "Low Budget"
celestial_ministry_budget_low_short: "Low"
celestial_ministry_budget_medium: "Medium Budget"
celestial_ministry_budget_medium_short: "Medium"
celestial_ministry_budget_high: "High Budget"
celestial_ministry_budget_high_short: "High"
tributary_celestial: "Hegemonic Tributary"
tributaries_celestial: "Hegemonic Tributaries"
tributary_celestial_desc: "A Hegemonic [tributary|E] provides their [suzerain|E] with [gold|E] and [prestige|E] on a regular basis. In exchange, they will derive [legitimacy|E] from their [suzerain|E], who will also refrain from [raiding|E] or making war [war|E] upon them."
celestial_tribute_gold: "[gold|U]"
celestial_tributary_tax_none: "No [taxes|E]"
celestial_tributary_tax_none_short: "None"
celestial_tributary_tax_low: "Low [taxes|E]"
celestial_tributary_tax_low_short: "Low"
celestial_tributary_tax_normal: "Medium [taxes|E]"
celestial_tributary_tax_normal_short: "Medium"
celestial_tributary_tax_high: "High [taxes|E]"
celestial_tributary_tax_high_short: "High"
celestial_tribute_prestige: "[prestige|U]"
celestial_prestige_transfer_none: "No $game_concept_prestige$ Transfer"
celestial_prestige_transfer_none_short: "None"
celestial_prestige_transfer_low: "Low $game_concept_prestige$ Transfer"
celestial_prestige_transfer_low_short: "Low"
celestial_prestige_transfer_normal: "Medium $game_concept_prestige$ Transfer"
celestial_prestige_transfer_normal_short: "Medium"
celestial_prestige_transfer_high: "High $game_concept_prestige$ Transfer"
celestial_prestige_transfer_high_short: "High"
celestial_salary_rank: "Salary Rank"
celestial_salary_rank_none: "None"
celestial_salary_rank_none_short: "None"
celestial_salary_rank_county: "[county|E] [title_tier|E]: Prefecture"
celestial_salary_rank_county_short: "Prefecture"
celestial_salary_rank_duchy: "[duchy|E] [title_tier|E]: Province"
celestial_salary_rank_duchy_short: "Province"
celestial_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Circuit"
celestial_salary_rank_kingdom_short: "Circuit"
celestial_salary_rank_empire: "[empire|E] [title_tier|E]: Great Circuit"
celestial_salary_rank_empire_short: "Great Circuit"
celestial_salary_rank_minister: "[empire|E] [title_tier|E]: Minister"
celestial_salary_rank_minister_short: "Minister"
administrative_salary_rank: "$celestial_salary_rank$"
administrative_salary_rank_none: "$celestial_salary_rank_none$"
administrative_salary_rank_none_short: "$celestial_salary_rank_none_short$"
administrative_salary_rank_duchy: "[duchy|E] [title_tier|E]: Theme"
administrative_salary_rank_duchy_short: "Theme"
administrative_salary_rank_kingdom: "[kingdom|E] [title_tier|E]: Catepan"
administrative_salary_rank_kingdom_short: "Catepan"
administrative_salary_rank_empire: "[empire|E] [title_tier|E]: Great Catepan"
administrative_salary_rank_empire_short: "Great Catepan"
celestial_tributary_investiture_privilege_trade: "Trade Privileges"
investiture_trade_yes_short: "Market Access"
investiture_trade_yes: "Access to Imperial Markets"
investiture_trade_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Annual [development_growth|E] (up to [EmptyScope.ScriptValue('celestial_investiture_trade_bonus_max')|v0]) in [tributary_possessive|E] [capital|E] [province|E]\n\n#flavor Access to [GetTitleByKey('h_china').GetDefinitiveNamePossessive] bustling markets benefits the prosperity of its privileged [tributaries|E]. The impact increases with the difference in [development|E] between the $game_concept_capitals$ and the amount of [imperial_grace|E] a privileged $game_concept_tributary$ has accrued.#!"
investiture_trade_no: "Sealed off from Imperial Markets"
msg_tributary_capital_province_development_growth_title: "Successful Trade Mission"
msg_tributary_capital_province_development_growth_desc: "Bustling trade with imperial markets in [GetTitleByKey('h_china').GetDefinitiveName] has improved [development|E] in [ROOT.Char.GetCapitalLocation.GetName]."
celestial_tributary_investiture_privilege_marriage: "Familial Privileges"
investiture_marriage_yes_short: "Family Access"
investiture_marriage_yes: "Invited into the Imperial Family"
investiture_marriage_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Increased [marriage|E] Acceptance with [GetTitleByKey('h_china').GetDefinitiveNamePossessive] ruling [dynasty|E]\n$EFFECT_LIST_BULLET$ Nullified [marriage|E] Acceptance penalties from #BOLD $tradition_cultural_primacy_name$#!\n\n#flavor The imperial family of [GetTitleByKey('h_china').GetDefinitiveName] is often impenetrable to outsiders. A formal invitation into the family yields an Acceptance bonus relative to [imperial_grace|E], and removes the usual penalties that apply to outsiders.#!"
investiture_marriage_no: "Closed out of the Imperial Family"
INCREASED_MARRIAGE_ACCEPTANCE_INVESTITURE_MARRIAGE_REASON: "[tributary|E] has $celestial_tributary_investiture_privilege_marriage$: $VALUE|=+0$"
celestial_tributary_investiture_privilege_politics: "Palace Privileges"
investiture_politics_yes_short: "Palace Access"
investiture_politics_yes: "Access to the Imperial Palace"
investiture_politics_yes_desc: "#emphasis #bold [tributary|E] Privileges:#!#!\n$EFFECT_LIST_BULLET$ Becomes an active participant in the [dynastic_cycle|E]\n$EFFECT_LIST_BULLET$ Gains [movement_power|E] relative to [imperial_grace|E]\n\n#flavor While most [tributaries|E] of [GetTitleByKey('h_china').GetDefinitiveName] are expected only to observe the celestial order, a rare few may be granted a voice in its turning. Access to the imperial palace involves the privileged $game_concept_tributary$ in the $game_concept_dynastic_cycle$, letting them join a [movement|E] and influence its [situation_dynastic_cycle_phase|E].#!"
investiture_politics_no: "Shuttered from the Imperial Palace"
TRIBUTARY_GAIN_LEGITIMACY: "Tributary gains @legitimacy_icon! per [suzerain|E] [radiance|e] [CHARACTER.GetRadianceValueNoTooltip|V0]/[GetDefine( 'NMandala', 'MAX_RADIANCE' )|V0]"
wanua_obligations: "$tribal_government_obligations$"
barter_goods_obligations: "[barter_goods|E]"
barter_goods_low: "Low [barter_goods|E]"
barter_goods_low_short: "Low"
barter_goods_medium: "Medium [barter_goods|E]"
barter_goods_medium_short: "Medium"
barter_goods_high: "High [barter_goods|E]"
barter_goods_high_short: "High"
# Meritocratic
meritocratic_treasury: "$celestial_treasury$"
meritocratic_salary: "$celestial_salary$"
meritocratic_salary_rank: "$celestial_salary_rank$"
meritocratic_salary_rank_none: "$celestial_salary_rank_none$"
meritocratic_salary_rank_none_short: "$celestial_salary_rank_none_short$"
meritocratic_salary_rank_county: "$celestial_salary_rank_county$"
meritocratic_salary_rank_county_short: "$celestial_salary_rank_county_short$"
meritocratic_salary_rank_duchy: "$celestial_salary_rank_duchy$"
meritocratic_salary_rank_duchy_short: "$celestial_salary_rank_duchy_short$"
meritocratic_salary_rank_kingdom: "$celestial_salary_rank_kingdom$"
meritocratic_salary_rank_kingdom_short: "$celestial_salary_rank_kingdom_short$"
meritocratic_salary_rank_empire: "$celestial_salary_rank_empire$"
meritocratic_salary_rank_empire_short: "$celestial_salary_rank_empire_short$"
meritocratic_government_vassals_label: "[meritocratic|E] [obligations|E] are based on [GetPlayer.Custom('GetProvinceAdministrationConcept')]"
appointment_title_value.county_income: "Every held [county|E] income"
appointment_title_value.counties: "Every held [county|E]"
appointment_title_value.maa_size: "[title_men_at_arms|E] size"
appointment_title_value.neighboring_enemy_counties: "Every neighboring enemy [county|E]"
appointment_title_value.protectorate: "[GetSubjectContractType( 'celestial_provinces' ).GetObligationName( 'celestial_province_protectorate' )]"
appointment_title_value.capital_income: "[capital_possessive|E] income"
appointment_title_value.diarch: "[grand_secretariat_director|E]"
appointment_title_value.minister: "[minister|E] [title|E]"
appointment_title_value.distance_to_capital: "Distance to [GetTitleByKey('h_china').GetNamePossessive] [capital|E]"

View file

@ -6,4 +6,3 @@
LV_UNRAISED:0 "Unraised"
LV_MAINTENANCE:0 "Maintenance: [gold_i][LevyView.GetMaintenanceCost|2]/month"
LV_NO_COUNTERS:0 "Levies never [counter|E] other Types"