various britain changes
This commit is contained in:
parent
426c2c15d0
commit
f86895cee2
24 changed files with 2640 additions and 265 deletions
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@ -34620,9 +34620,25 @@ k_slovenia={
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}
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}
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e_yugoslavia={
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pattern="pattern_tricolor_horizontal_01.dds"
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color1=blue
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color2=white
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color3=red
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colored_emblem={
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color1=red
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color2=yellow
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texture="NEOW_ce_jugotorch.dds"
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instance={
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position={ 0.515000 0.500000 }
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scale={ 0.700000 0.700000 }
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}
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}
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}
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e_yugoslavia_christian={
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pattern="pattern_checkers_12.dds"
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color1=blue
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color2=red
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@ -24,7 +24,13 @@
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@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
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@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
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@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
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@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
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@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
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@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
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@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
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@coinage = "gfx/interface/icons/culture_innovations/innovation_coinage.dds"
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@horseshoes = "gfx/interface/icons/culture_innovations/innovation_horseshoes.dds"
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@cloud_ladder = "gfx/interface/icons/culture_innovations/innovation_auh_cloud_ladder.dds"
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@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
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@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
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@ -33,6 +39,7 @@
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#culture_group_military
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innovation_battlements = {
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skill = stewardship
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @fortifications
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@ -50,30 +57,77 @@ innovation_battlements = {
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}
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innovation_mangonel = {
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skill = learning
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @siege_weapons
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custom = unlock_maa_mangonel
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custom = unlock_siege_maa_second_level
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custom = eligible_accolade_besieger_attribute
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asset = {
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trigger = {
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OR = {
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has_cultural_pillar = heritage_chinese
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has_cultural_pillar = heritage_japonic
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has_cultural_pillar = heritage_korean
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}
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}
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icon = @cloud_ladder
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name = innovation_mangonel_chinese
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}
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flag = global_regular
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flag = early_medieval_era_regular
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}
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innovation_burhs = {
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innovation_burhs = { # Stone Forts in-game
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skill = stewardship
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @civil_construction_2
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# Suki (柵)
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asset = {
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trigger = {
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has_cultural_pillar = heritage_japonic
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}
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icon = @civil_construction_2
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name = innovation_burhs_japan
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}
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# Wu Bi/Wū Bì (塢壁)
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asset = {
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trigger = {
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has_cultural_pillar = heritage_chinese
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}
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icon = @civil_construction_2
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name = innovation_burhs_chinese
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}
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# Burhs
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asset = {
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trigger = {
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has_cultural_pillar = heritage_west_germanic
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}
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icon = @civil_construction_2
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name = innovation_burhs_anglo_saxon
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}
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# Castra
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asset = {
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trigger = {
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has_cultural_pillar = heritage_latin
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}
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icon = @civil_construction_2
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name = innovation_burhs_latin
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}
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custom = unlock_early_medieval_military_buildings
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character_modifier = {
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levy_size = 0.05
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levy_attack = 1
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levy_toughness = 1
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}
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flag = global_regular
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@ -81,6 +135,7 @@ innovation_burhs = {
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}
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innovation_house_soldiers = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @maa_01
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@ -95,9 +150,10 @@ innovation_house_soldiers = {
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}
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innovation_horseshoes = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @weapons_and_armor_01
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icon = @horseshoes
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character_modifier = {
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movement_speed = 0.1
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@ -108,6 +164,7 @@ innovation_horseshoes = {
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}
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innovation_arched_saddle = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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icon = @knight
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@ -122,6 +179,7 @@ innovation_arched_saddle = {
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#culture_group_civic
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innovation_hereditary_rule = {
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @majesty_02
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@ -133,6 +191,7 @@ innovation_hereditary_rule = {
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}
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innovation_manorialism = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @fortifications
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@ -149,6 +208,7 @@ innovation_manorialism = {
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}
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innovation_development_02 = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @nobility_03
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@ -160,9 +220,10 @@ innovation_development_02 = {
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}
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innovation_currency_02 = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @nobility_01
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icon = @coinage
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custom = unlock_coinage_rights_contract
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@ -175,6 +236,7 @@ innovation_currency_02 = {
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}
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innovation_royal_prerogative = {
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @majesty_01
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@ -188,6 +250,7 @@ innovation_royal_prerogative = {
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}
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innovation_chronicle_writing = {
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skill = learning
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @administration_3
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@ -201,6 +264,7 @@ innovation_chronicle_writing = {
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}
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innovation_armilary_sphere = {
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skill = learning
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @misc_inventions
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@ -213,11 +277,38 @@ innovation_armilary_sphere = {
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flag = early_medieval_era_regular
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}
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innovation_baliffs = {
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innovation_baliffs = { # Magistrates in-game
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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icon = @leadership_1
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asset = {
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trigger = {
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OR = {
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has_cultural_pillar = heritage_frankish
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has_cultural_pillar = heritage_central_germanic
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has_cultural_pillar = heritage_west_germanic
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has_cultural_pillar = heritage_iberian
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has_cultural_pillar = heritage_brythonic
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has_cultural_pillar = heritage_goidelic
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}
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}
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icon = @leadership_1
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name = innovation_baliffs_bailiffs
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}
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asset = {
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trigger = {
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OR = {
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has_cultural_pillar = heritage_latin
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has_cultural_pillar = heritage_byzantine
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}
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}
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icon = @leadership_1
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name = innovation_baliffs_latin
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}
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county_modifier = {
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building_slot_add = 1
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}
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@ -231,9 +322,11 @@ innovation_baliffs = {
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flag = early_medieval_era_regular
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}
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#culture_group_regional
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### culture_group_regional ###
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innovation_reconquista = {
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group = culture_group_regional
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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region = world_europe_west_iberia
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icon = @leadership_2
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@ -249,7 +342,8 @@ innovation_reconquista = {
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}
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innovation_stem_duchies = {
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group = culture_group_regional
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_early_medieval
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region = custom_europe_western_germany
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icon = @majesty_03
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@ -264,7 +358,8 @@ innovation_stem_duchies = {
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}
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innovation_ghilman = {
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group = culture_group_regional
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skill = martial
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group = culture_group_military
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culture_era = culture_era_early_medieval
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region = world_middle_east_arabia
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icon = @maa_02
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@ -24,7 +24,15 @@
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@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
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@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
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@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
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@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
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@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
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@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
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@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
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@advanced_bowmaking = "gfx/interface/icons/culture_innovations/innovation_advanced_bowmaking.dds"
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@knighthood = "gfx/interface/icons/culture_innovations/innovation_knighthood.dds"
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@heraldry = "gfx/interface/icons/culture_innovations/innovation_heraldry.dds"
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@windmills = "gfx/interface/icons/culture_innovations/innovation_windmills.dds"
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@siege_tower = "gfx/interface/icons/culture_innovations/innovation_auh_siege_tower.dds"
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@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
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@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
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@ -33,6 +41,7 @@
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#culture_group_military
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innovation_hoardings = {
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skill = stewardship
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @fortifications
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@ -44,17 +53,31 @@ innovation_hoardings = {
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}
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innovation_trebuchet = {
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skill = learning
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @siege_weapons
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custom = unlock_maa_trebuchet
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custom = unlock_siege_maa_third_level
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asset = {
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trigger = {
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OR = {
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has_cultural_pillar = heritage_chinese
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has_cultural_pillar = heritage_japonic
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has_cultural_pillar = heritage_korean
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}
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}
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icon = @siege_tower
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name = innovation_trebuchet_chinese
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}
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flag = global_regular
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flag = high_medieval_era_regular
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}
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innovation_castle_baileys = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @levy_building
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@ -70,6 +93,7 @@ innovation_castle_baileys = {
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}
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innovation_men_at_arms = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @maa_02
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@ -85,17 +109,16 @@ innovation_men_at_arms = {
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}
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innovation_knighthood = {
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skill = martial
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @knight
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icon = @knighthood
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character_modifier = {
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active_accolades = 1
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glory_hound_opinion = 5
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knight_effectiveness_mult = 0.2
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accolade_glory_gain_mult = 0.1
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levy_attack = 2
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levy_toughness = 2
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}
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custom = students_of_knighthood
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custom = more_glory_hounds
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@ -105,9 +128,10 @@ innovation_knighthood = {
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}
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innovation_advanced_bowmaking = {
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skill = learning
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group = culture_group_military
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culture_era = culture_era_high_medieval
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icon = @weapons_and_armor_01
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icon = @advanced_bowmaking
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custom = unlock_maa_crossbowmen
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unlock_building = workshops_01
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@ -116,11 +140,6 @@ innovation_advanced_bowmaking = {
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# damage = 3
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#}
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character_modifier = {
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levy_attack = 1
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levy_toughness = 1
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levy_screen = 1
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}
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custom = eligible_accolade_crossbower_attribute
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flag = global_regular
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@ -129,9 +148,10 @@ innovation_advanced_bowmaking = {
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#culture_group_civic
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innovation_heraldry = {
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @raised_banner
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icon = @heraldry
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unlock_law = high_partition_succession_law
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unlock_law = single_heir_dynasty_house
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@ -142,9 +162,10 @@ innovation_heraldry = {
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}
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innovation_windmills = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @civil_construction_1
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icon = @windmills
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unlock_building = windmills_01
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unlock_building = watermills_01
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@ -158,6 +179,7 @@ innovation_windmills = {
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}
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innovation_divine_right = {
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skill = diplomacy
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @majesty_03
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@ -181,6 +203,7 @@ innovation_divine_right = {
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}
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innovation_land_grants = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @administration_3
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@ -194,6 +217,7 @@ innovation_land_grants = {
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}
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innovation_scutage = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @leadership_2
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@ -209,6 +233,7 @@ innovation_scutage = {
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}
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innovation_guilds = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @nobility_01
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@ -224,6 +249,7 @@ innovation_guilds = {
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}
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innovation_development_03 = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @civil_construction_2
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@ -235,6 +261,7 @@ innovation_development_03 = {
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}
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innovation_currency_03 = {
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skill = stewardship
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group = culture_group_civic
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culture_era = culture_era_high_medieval
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icon = @majesty_02
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|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -42,15 +50,36 @@ 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
|
||||
|
|
@ -59,8 +88,6 @@ innovation_royal_armory = {
|
|||
|
||||
character_modifier = {
|
||||
levy_reinforcement_rate = 0.15
|
||||
levy_attack = 4
|
||||
levy_toughness = 4
|
||||
}
|
||||
|
||||
flag = global_regular
|
||||
|
|
@ -68,6 +95,7 @@ innovation_royal_armory = {
|
|||
}
|
||||
|
||||
innovation_standing_armies = {
|
||||
skill = martial
|
||||
group = culture_group_military
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @leadership_2
|
||||
|
|
@ -84,9 +112,10 @@ 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
|
||||
|
|
@ -97,9 +126,10 @@ 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
|
||||
|
|
@ -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
|
||||
|
|
@ -119,6 +146,7 @@ innovation_plate_armor = {
|
|||
|
||||
#culture_group_civic
|
||||
innovation_primogeniture = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @majesty_01
|
||||
|
|
@ -133,6 +161,7 @@ innovation_primogeniture = {
|
|||
}
|
||||
|
||||
innovation_cranes = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @civil_construction_1
|
||||
|
|
@ -148,6 +177,7 @@ innovation_cranes = {
|
|||
}
|
||||
|
||||
innovation_noblesse_oblige = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @nobility_03
|
||||
|
|
@ -164,6 +194,7 @@ innovation_noblesse_oblige = {
|
|||
}
|
||||
|
||||
innovation_rightful_ownership = {
|
||||
skill = diplomacy
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @leadership_1
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -189,6 +243,7 @@ innovation_ermine_cloaks = {
|
|||
}
|
||||
|
||||
innovation_court_officials = {
|
||||
skill = stewardship
|
||||
group = culture_group_civic
|
||||
culture_era = culture_era_late_medieval
|
||||
icon = @nobility_02
|
||||
|
|
@ -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
|
||||
|
|
@ -229,9 +286,11 @@ 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
|
||||
|
|
@ -249,7 +308,8 @@ 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
|
||||
|
|
@ -267,7 +327,8 @@ 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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
|
||||
|
|
|
|||
|
|
@ -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 = {
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@
|
|||
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
|
||||
|
|
@ -34,6 +34,7 @@ teutonic_knights = { # Actually all Christian knightly orders, not just the Teut
|
|||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
peasant_militia = 2
|
||||
}
|
||||
|
||||
stack = 100
|
||||
|
|
|
|||
|
|
@ -57,7 +57,18 @@ 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 = {
|
||||
|
|
@ -101,6 +112,18 @@ bowmen = {
|
|||
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 = {
|
||||
|
|
@ -122,6 +145,7 @@ light_horsemen = {
|
|||
|
||||
counters = {
|
||||
archers = 1
|
||||
gunpowder = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
|
|
@ -156,7 +180,18 @@ light_horsemen = {
|
|||
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 = {
|
||||
|
|
@ -203,11 +238,20 @@ 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
|
||||
|
|
@ -219,6 +263,7 @@ armored_footmen = {
|
|||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
peasant_militia = 2
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
|
|
@ -250,7 +295,18 @@ 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 = {
|
||||
|
|
@ -266,6 +322,11 @@ onager = {
|
|||
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
|
||||
|
|
@ -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 = {
|
||||
|
|
@ -340,7 +405,18 @@ armored_horsemen = {
|
|||
|
||||
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 = {
|
||||
|
|
@ -356,6 +432,11 @@ mangonel = {
|
|||
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
|
||||
|
|
@ -420,12 +501,24 @@ 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 = {
|
||||
|
|
@ -441,11 +534,17 @@ trebuchet = {
|
|||
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 = {
|
||||
|
|
@ -476,7 +575,12 @@ bombard = {
|
|||
|
||||
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
|
||||
|
|
@ -498,12 +602,48 @@ bombard = {
|
|||
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 = {
|
||||
|
|
@ -518,6 +658,7 @@ house_guard = {
|
|||
|
||||
counters = {
|
||||
pikemen = 2
|
||||
peasant_militia = 4
|
||||
archers = 2
|
||||
}
|
||||
|
||||
|
|
@ -530,4 +671,61 @@ house_guard = {
|
|||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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 }
|
||||
|
|
@ -236,11 +280,22 @@ 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 = {
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
|
|||
|
|
@ -120,6 +120,7 @@ varangian_veterans = {
|
|||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
peasant_militia = 2
|
||||
heavy_cavalry = 1
|
||||
}
|
||||
|
||||
|
|
@ -141,7 +142,7 @@ varangian_veterans = {
|
|||
jomsviking_pirates = {
|
||||
type = skirmishers
|
||||
|
||||
can_recruit = { always = no }
|
||||
special_recruit_only = yes
|
||||
|
||||
damage = 30
|
||||
toughness = 30
|
||||
|
|
|
|||
|
|
@ -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 = {
|
||||
|
|
@ -237,6 +244,7 @@ varangian_guards = {
|
|||
|
||||
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
|
||||
}
|
||||
|
||||
|
|
@ -297,7 +309,7 @@ handpicked_faithful = {
|
|||
maa_bandits = {
|
||||
type = skirmishers
|
||||
|
||||
can_recruit = { always = no }
|
||||
special_recruit_only = yes
|
||||
|
||||
damage = 15
|
||||
toughness = 20
|
||||
|
|
@ -328,7 +340,7 @@ maa_bandits = {
|
|||
maa_poachers = {
|
||||
type = archers
|
||||
|
||||
can_recruit = { always = no }
|
||||
special_recruit_only = yes
|
||||
|
||||
damage = 30
|
||||
toughness = 15
|
||||
|
|
@ -358,7 +370,7 @@ maa_poachers = {
|
|||
maa_marauders = {
|
||||
type = light_cavalry
|
||||
|
||||
can_recruit = { always = no }
|
||||
special_recruit_only = yes
|
||||
|
||||
damage = 30
|
||||
toughness = 15
|
||||
|
|
@ -388,7 +400,7 @@ maa_marauders = {
|
|||
maa_thieves = {
|
||||
type = pikemen
|
||||
|
||||
can_recruit = { always = no }
|
||||
special_recruit_only = yes
|
||||
|
||||
damage = 30
|
||||
toughness = 20
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
672
N3OW/common/men_at_arms_types/10_tgp_maa_types.txt
Normal file
672
N3OW/common/men_at_arms_types/10_tgp_maa_types.txt
Normal 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
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -34,4 +34,5 @@
|
|||
discover_innovation = innovation_manorialism
|
||||
discover_innovation = innovation_currency_02
|
||||
discover_innovation = innovation_baliffs
|
||||
discover_innovation = innovation_gunpowder
|
||||
}
|
||||
|
|
@ -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 = {
|
||||
|
|
|
|||
|
|
@ -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]"
|
||||
|
|
|
|||
|
|
@ -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]"
|
||||
|
|
|
|||
|
|
@ -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"
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue