diff --git a/common/men_at_arms_types/00_cultural_maa_types.txt b/common/men_at_arms_types/00_cultural_maa_types.txt new file mode 100644 index 00000000..8457a310 --- /dev/null +++ b/common/men_at_arms_types/00_cultural_maa_types.txt @@ -0,0 +1,1327 @@ +# 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 + +huscarl = { + type = heavy_infantry + + damage = 40 + toughness = 26 + pursuit = 0 + screen = 24 + + terrain_bonus = { + taiga = { damage = 8 } + forest = { damage = 8 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + archers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_huscarls } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + winter_bonus = { + normal_winter = { toughness = 6 screen = 6 } + harsh_winter = { toughness = 6 screen = 6 } + } + + buy_cost = { gold = huscarls_recruitment_cost } + low_maintenance_cost = { gold = huscarls_low_maint_cost } + high_maintenance_cost = { gold = huscarls_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = danish_huskarls +} + +landsknecht = { + type = pikemen + + damage = 30 + toughness = 24 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { damage = 5 toughness = 12 } + desert_mountains = { damage = 5 toughness = 12 } + hills = { damage = 3 toughness = 8 } + } + + counters = { + pikemen = 0.5 + peasant_militia = 1 + light_cavalry = 2 + heavy_cavalry = 2 + } + + buy_cost = { gold = landsknecht_recruitment_cost } + low_maintenance_cost = { gold = landsknecht_low_maint_cost } + high_maintenance_cost = { gold = landsknecht_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = pikemen +} + +longbowmen = { + type = archers + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_longbowmen } + } + + damage = 20 + toughness = 8 + pursuit = 0 + screen = 0 + + terrain_bonus = { + hills = { damage = 12 toughness = 4 } + } + + counters = { + skirmishers = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = longbowmen_recruitment_cost } + low_maintenance_cost = { gold = longbowmen_low_maint_cost } + high_maintenance_cost = { gold = longbowmen_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = bowmen +} + +goedendag = { + type = skirmishers + + damage = 13 + toughness = 18 + pursuit = 0 + screen = 16 + + counters = { + heavy_infantry = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = goedendag_recruitment_cost } + low_maintenance_cost = { gold = goedendag_low_maint_cost } + high_maintenance_cost = { gold = goedendag_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = skirmishers +} + +gendarme = { + type = heavy_cavalry + + damage = 125 + toughness = 40 + pursuit = 20 + screen = 10 + + terrain_bonus = { + plains = { damage = 30 } + drylands = { damage = 30 } + hills = { damage = -10 } + jungle = { damage = -25 } + mountains = { damage = -50 } + desert_mountains = { damage = -50 } + wetlands = { damage = -75 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + normal_winter = { damage = -15 toughness = -5 } + harsh_winter = { damage = -30 toughness = -10 } + } + + buy_cost = { gold = gendarme_recruitment_cost } + low_maintenance_cost = { gold = gendarme_low_maint_cost } + high_maintenance_cost = { gold = gendarme_high_maint_cost } + provision_cost = @provisions_cost_cavalry_expensive + + stack = 50 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = heavy_cavalry +} + +chasseur = { + type = light_cavalry + + damage = 40 + toughness = 15 + pursuit = 40 + screen = 15 + + terrain_bonus = { + plains = { damage = 10 } + drylands = { damage = 10 } + desert = { damage = 10 } + hills = { damage = -5 } + mountains = { damage = -25 } + desert_mountains = { damage = -25 } + wetlands = { damage = -30 toughness = -10 pursuit = -25 screen = -15 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + buy_cost = { gold = chasseur_recruitment_cost } + low_maintenance_cost = { gold = chasseur_low_maint_cost } + high_maintenance_cost = { gold = chasseur_high_maint_cost } + provision_cost = @provisions_cost_cavalry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = light_cavalry +} + +picchieri = { + type = pikemen + + damage = 40 + toughness = 24 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { toughness = 12 } + desert_mountains = { toughness = 12 } + hills = { toughness = 10 } + } + + counters = { + light_cavalry = 1 + heavy_cavalry = 1 + camel_cavalry = 1 + elephant_cavalry = 1 + } + + buy_cost = { gold = picchieri_recruitment_cost } + low_maintenance_cost = { gold = picchieri_low_maint_cost } + high_maintenance_cost = { gold = picchieri_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = pikemen +} + +praetorian = { + type = heavy_infantry + + damage = 60 + toughness = 30 + pursuit = 0 + screen = 20 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + buy_cost = { gold = praetorian_recruitment_cost } + low_maintenance_cost = { gold = praetorian_low_maint_cost } + high_maintenance_cost = { gold = praetorian_high_maint_cost } + provision_cost = @provisions_cost_infantry_bankrupting + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = heavy_infantry +} + +caballero = { + type = light_cavalry + + damage = 22 + toughness = 16 + pursuit = 30 + screen = 50 + + terrain_bonus = { + hills = { damage = 15 toughness = 10 } + plains = { damage = 10 } + drylands = { damage = 10 } + mountains = { damage = -8 pursuit = -10 } + desert_mountains = { damage = -12 pursuit = -20 } + wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + buy_cost = { gold = caballero_recruitment_cost } + low_maintenance_cost = { gold = caballero_low_maint_cost } + high_maintenance_cost = { gold = caballero_high_maint_cost } + provision_cost = @provisions_cost_cavalry_cheap + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score + 20] } + icon = light_cavalry +} + +monaspa = { + type = heavy_cavalry + + damage = 110 + toughness = 30 + pursuit = 25 + screen = 10 + + terrain_bonus = { + hills = { damage = 20 pursuit = 10 } + mountains = { damage = 20 pursuit = 10 } + desert_mountains = { damage = -30 } + wetlands = { damage = -80 toughness = -15 pursuit = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + normal_winter = { damage = -10 toughness = -5 } + harsh_winter = { damage = -20 toughness = -5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_monaspa } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = monaspa_recruitment_cost } + low_maintenance_cost = { gold = monaspa_low_maint_cost } + high_maintenance_cost = { gold = monaspa_high_maint_cost } + provision_cost = @provisions_cost_cavalry_moderate + + stack = 50 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = monaspa +} + +cataphract = { + type = heavy_cavalry + + damage = 125 + toughness = 35 + pursuit = 10 + screen = 0 + + terrain_bonus = { + plains = { damage = 30 toughness = 5 } + drylands = { damage = 30 } + hills = { damage = -10 } + mountains = { damage = -50 } + desert_mountains = { damage = -50 } + wetlands = { damage = -80 toughness = -15 pursuit = -10 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + normal_winter = { damage = -15 toughness = -5 } + harsh_winter = { damage = -30 toughness = -10 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = cataphract_recruitment_cost } + low_maintenance_cost = { gold = cataphract_low_maint_cost } + high_maintenance_cost = { gold = cataphract_high_maint_cost } + provision_cost = @provisions_cost_cavalry_bankrupting + + stack = 50 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = cataphracts +} + +hobelar = { + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 50 + screen = 30 + + terrain_bonus = { + forest = { damage = 15 } + hills = { damage = 10 } + mountains = { damage = -10 pursuit = -30 } + desert_mountains = { damage = -15 pursuit = -30 } + wetlands = { damage = -10 pursuit = -20 screen = -15 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 } + } + + buy_cost = { gold = hobelar_recruitment_cost } + low_maintenance_cost = { gold = hobelar_low_maint_cost } + high_maintenance_cost = { gold = hobelar_high_maint_cost } + provision_cost = @provisions_cost_cavalry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = light_cavalry +} + +schiltron = { + type = pikemen + + damage = 36 + toughness = 28 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { toughness = 12 } + desert_mountains = { toughness = 12 } + hills = { toughness = 8 } + plains = { damage = 8 } + } + + counters = { + light_cavalry = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = schiltron_recruitment_cost } + low_maintenance_cost = { gold = schiltron_low_maint_cost } + high_maintenance_cost = { gold = schiltron_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = pikemen +} + +metsanvartija = { + type = archers + + damage = 30 + toughness = 14 + pursuit = 10 + screen = 10 + + terrain_bonus = { + forest = { damage = 10 toughness = 4 } + taiga = { damage = 10 toughness = 4 } + } + + counters = { + skirmishers = 1 + } + + winter_bonus = { + normal_winter = { toughness = 4 screen = 8 } + harsh_winter = { toughness = 4 screen = 8 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_metsanvartija } + } + + buy_cost = { gold = metsanvartija_recruitment_cost } + low_maintenance_cost = { gold = metsanvartija_low_maint_cost } + high_maintenance_cost = { gold = metsanvartija_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = bowmen +} + +horse_archers = { + type = archer_cavalry + + damage = 30 + toughness = 18 + pursuit = 40 + screen = 40 + + terrain_bonus = { + steppe = { damage = 45 } + plains = { damage = 20 } + drylands = { damage = 20 } + jungle = { damage = -20 pursuit = -20 } + wetlands = { damage = -30 pursuit = -30 } + mountains = { damage = -30 pursuit = -30 } + desert_mountains = { damage = -30 pursuit = -30 } + } + + counters = { + skirmishers = 1 + #heavy_infantry = 1 + peasant_militia = 2 + } + + can_recruit = { + OR = { + AND = { + is_landless_adventurer = yes + has_perk = planned_cultivation_perk + location.county.culture ?= { culture_has_archer_cavalry_maa = yes } + } + culture = { has_cultural_parameter = unlock_maa_horse_archers } + mpo_can_recruit_nomad_maa_trigger = yes + } + } + + 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_cheap + + stack = 100 + ai_quality = { + value = @cultural_maa_extra_ai_score + add = 60 #I mean... they're horse archers + } + icon = horse_archers +} + +ayyar = { + type = heavy_infantry + + damage = 35 + toughness = 22 + pursuit = 12 + screen = 0 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_ayyar } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = ayyar_recruitment_cost } + low_maintenance_cost = { gold = ayyar_low_maint_cost } + high_maintenance_cost = { gold = ayyar_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = ayyar +} + +mubarizun = { + type = heavy_infantry + + damage = 45 + toughness = 25 + pursuit = 0 + screen = 0 + + counters = { + pikemen = 1 + peasant_militia = 2 + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mubarizun } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = mubarizun_recruitment_cost } + low_maintenance_cost = { gold = mubarizun_low_maint_cost } + high_maintenance_cost = { gold = mubarizun_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score - 20] } + icon = mubarizun +} + +mulaththamun = { #Murabit Cavalry + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 30 + screen = 40 + + terrain_bonus = { + drylands = { damage = 10 toughness = 5 screen = 10 pursuit = 5 } + desert = { damage = 10 toughness = 5 screen = 20 pursuit = 10 } + plains = { damage = 10 toughness = 3 screen = 5 pursuit = 5 } + oasis = { damage = 10 } + + mountains = { damage = -8 pursuit = -10 } + desert_mountains = { damage = -12 pursuit = -20 } + wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 + } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mulaththamun } + } + + buy_cost = { gold = mulaththamun_recruitment_cost } + low_maintenance_cost = { gold = mulaththamun_low_maint_cost } + high_maintenance_cost = { gold = mulaththamun_high_maint_cost } + provision_cost = @provisions_cost_cavalry_cheap + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score + 20] } + icon = light_cavalry +} + +archers_of_the_nile = { #Nile Archers + type = archers + + damage = 30 + toughness = 14 + pursuit = 10 + screen = 10 + + terrain_bonus = { + floodplains = { damage = 15 toughness = 15 pursuit = 10 screen = 10 } + oasis = { damage = 15 pursuit = 5 screen = 5 } + drylands = { damage = 10 toughness = 10 } + desert = { damage = -5 toughness = -5 } + } + + counters = { + skirmishers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_archers_of_the_nile } + } + + buy_cost = { gold = archers_of_the_nile_recruitment_cost } + low_maintenance_cost = { gold = archers_of_the_nile_low_maint_cost } + high_maintenance_cost = { gold = archers_of_the_nile_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = bowmen +} + +paiks = { #Indian Footmen - carrying bows but also swords and spears. + type = archers + + damage = 28 + toughness = 16 + pursuit = 10 + screen = 10 + + terrain_bonus = { + jungle = { damage = 15 toughness = 15 pursuit = 10 screen = 10 } + forest = { damage = 15 pursuit = 5 screen = 5 } + hills = { damage = 10 toughness = 10 } + } + + counters = { + elephant_cavalry = 1 + } + + buy_cost = { gold = paiks_recruitment_cost } + low_maintenance_cost = { gold = paiks_low_maint_cost } + high_maintenance_cost = { gold = paiks_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score - 40] } + + icon = paiks +} + +druzhina = { + type = heavy_infantry + + damage = 40 + toughness = 30 + pursuit = 0 + screen = 30 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_druzhina } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = druzhina_recruitment_cost } + low_maintenance_cost = { gold = druzhina_low_maint_cost } + high_maintenance_cost = { gold = druzhina_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = heavy_infantry +} + +hussar = { + type = light_cavalry + + damage = 25 + toughness = 15 + pursuit = 60 + screen = 20 + + terrain_bonus = { + plains = { damage = 15 } + drylands = { damage = 15 } + hills = { damage = -15 } + mountains = { damage = -15 pursuit = -40 } + desert_mountains = { damage = -20 pursuit = -50 } + wetlands = { damage = -15 toughness = -10 pursuit = -50 screen = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_hussar } + } + + buy_cost = { gold = hussar_recruitment_cost } + low_maintenance_cost = { gold = hussar_low_maint_cost } + high_maintenance_cost = { gold = hussar_high_maint_cost } + provision_cost = @provisions_cost_cavalry_cheap + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score + 10] } + icon = light_cavalry +} + +horn_warrior = { + type = skirmishers + + damage = 12 + toughness = 16 + pursuit = 0 + screen = 20 + + terrain_bonus = { + mountains = { damage = 10 toughness = 10 } + desert_mountains = { damage = 10 toughness = 10 } + hills = { damage = 4 toughness = 6 } + } + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_horn_warrior } + } + + buy_cost = { gold = horn_warrior_recruitment_cost } + low_maintenance_cost = { gold = horn_warrior_low_maint_cost } + high_maintenance_cost = { gold = horn_warrior_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = skirmishers +} + +bush_hunter = { + type = archers + + damage = 30 + toughness = 12 + pursuit = 5 + screen = 0 + + terrain_bonus = { + jungle = { damage = 8 toughness = 4 } + forest = { damage = 8 toughness = 4 } + hills = { damage = 8 toughness = 4 } + } + + counters = { + skirmishers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_bush_hunter } + } + + buy_cost = { gold = bush_hunter_recruitment_cost } + low_maintenance_cost = { gold = bush_hunter_low_maint_cost } + high_maintenance_cost = { gold = bush_hunter_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = bowmen +} + +shomer = { + type = skirmishers + + damage = 10 + toughness = 24 + pursuit = 0 + screen = 40 + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_shomer } + } + + buy_cost = { gold = shomer_recruitment_cost } + low_maintenance_cost = { gold = shomer_low_maint_cost } + high_maintenance_cost = { gold = shomer_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = skirmishers +} + +garudas = { + type = heavy_infantry + + damage = 42 + toughness = 22 + pursuit = 24 + screen = 0 + + terrain_bonus = { + jungle = { damage = 8 } + forest = { damage = 8 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + archers = 1 + } + + buy_cost = { gold = garudas_recruitment_cost } + low_maintenance_cost = { gold = garudas_low_maint_cost } + high_maintenance_cost = { gold = garudas_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_garudas } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + icon = garudas +} + +khandayat = { + type = heavy_infantry + + damage = 42 + toughness = 22 + pursuit = 0 + screen = 0 + + terrain_bonus = { + jungle = { damage = 12 toughness = 8 } + } + + counters = { + light_cavalry = 1 + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_khandayat } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = khandayat_recruitment_cost } + low_maintenance_cost = { gold = khandayat_low_maint_cost } + high_maintenance_cost = { gold = khandayat_high_maint_cost } + provision_cost = @provisions_cost_infantry_bankrupting + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + icon = khandayat +} + +mountaineer = { + type = heavy_infantry + + damage = 40 + toughness = 26 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { damage = 12 toughness = 12 } + desert_mountains = { damage = 12 toughness = 12 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + winter_bonus = { + normal_winter = { damage = 5 } + harsh_winter = { damage = 5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mountaineer } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = mountaineer_recruitment_cost } + low_maintenance_cost = { gold = mountaineer_low_maint_cost } + high_maintenance_cost = { gold = mountaineer_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + icon = mountaineer +} + +sahel_horsemen = { + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 30 + screen = 30 + + terrain_bonus = { + drylands = { damage = 15 toughness = 3 } + floodplains = { damage = 15 toughness = 3 } + desert = { damage = 10 } + oasis = { damage = 10 } + hills = { damage = -10 pursuit = -10 } + desert_mountains = { damage = -10 pursuit = -20 } + mountains = { damage = -15 pursuit = -20 } + wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 } + } + + counters = { + archers = 1 + heavy_infantry = 1 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + buy_cost = { gold = sahel_rider_recruitment_cost } + low_maintenance_cost = { gold = sahel_rider_low_maint_cost } + high_maintenance_cost = { gold = sahel_rider_high_maint_cost } + provision_cost = @provisions_cost_cavalry_cheap + + stack = 100 + ai_quality = { value = @[cultural_maa_extra_ai_score + 30] } + icon = light_cavalry +} + +guinea_warrior = { #AKA Guinean uplander + type = skirmishers + + damage = 18 + toughness = 14 + pursuit = 0 + screen = 20 + + terrain_bonus = { + forest = { damage = 10 toughness = 8 } + hills = { damage = 6 toughness = 4 } + drylands = { damage = 6 toughness = 4 } + } + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_guinea_warrior } + } + + buy_cost = { gold = guinea_warrior_recruitment_cost } + low_maintenance_cost = { gold = guinea_warrior_low_maint_cost } + high_maintenance_cost = { gold = guinea_warrior_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = skirmishers +} + +sarawit = { #AKA Ethiopian mountaineer + type = heavy_infantry + + damage = 32 + toughness = 26 + pursuit = 0 + screen = 10 + + terrain_bonus = { + mountains = { damage = 12 toughness = 10 } + desert_mountains = { damage = 10 toughness = 8 } + hills = { damage = 8 toughness = 5 } + drylands = { screen = -10 } + desert = { toughness = -10 screen = -10 } + } + + counters = { + light_cavalry = 1 + } + + buy_cost = { gold = sarawit_recruitment_cost } + low_maintenance_cost = { gold = sarawit_low_maint_cost } + high_maintenance_cost = { gold = sarawit_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = heavy_infantry +} + +abudrar = { #AKA Jabali - Berber mountaineer + type = skirmishers + + damage = 20 + toughness = 16 + pursuit = 20 + screen = 10 + + terrain_bonus = { + desert_mountains = { damage = 10 toughness = 8 } + mountains = { damage = 8 toughness = 6 } + hills = { damage = 8 toughness = 6 } + desert = { pursuit = -10 screen = -10 } + } + + counters = { + light_cavalry = 1 + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_abudrar } + } + + buy_cost = { gold = abudrar_recruitment_cost } + low_maintenance_cost = { gold = abudrar_low_maint_cost } + high_maintenance_cost = { gold = abudrar_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = skirmishers +} + +zbrojnosh = { + type = heavy_infantry + + damage = 34 + toughness = 20 + pursuit = 0 + screen = 10 + + terrain_bonus = { + hills = { damage = 8 toughness = 5 } + mountains = { damage = 6 } + forest = { damage = 6 } + wetlands = { damage = -10 pursuit = -10 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + archers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_zbrojnosh } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = zbrojnosh_recruitment_cost } + low_maintenance_cost = { gold = zbrojnosh_low_maint_cost } + high_maintenance_cost = { gold = zbrojnosh_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = heavy_infantry +} + +palace_guards = { + type = heavy_infantry + + damage = 38 + toughness = 24 + pursuit = 0 + screen = 20 + + terrain_bonus = { + jungle = { damage = 10 toughness = 6 } + hills = { damage = 8 toughness = 4 } + } + + counters = { + pikemen = 2 + peasant_militia = 4 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_palace_guards } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + buy_cost = { gold = palace_guards_recruitment_cost } + low_maintenance_cost = { gold = palace_guards_low_maint_cost } + high_maintenance_cost = { gold = palace_guards_high_maint_cost } + provision_cost = @provisions_cost_infantry_bankrupting + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + icon = palace_guards +} + +shenbigong = { + type = archers + + damage = 44 + toughness = 18 + pursuit = 0 + screen = 0 + + terrain_bonus = { + hills = { damage = 10 toughness = 4 } + mountains = { damage = 8 toughness = 2 } + plains = { toughness = -8 } + drylands = { toughness = -8 } + desert = { toughness = -8 } + steppe = { toughness = -8 } + } + + counters = { + heavy_infantry = 1.25 + heavy_cavalry = 1.25 + pikemen = 1 + peasant_militia = 2 + } + + 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 = counter_synergy_ai_weight_crossbowmen + add = @cultural_maa_extra_ai_score + } + + icon = shenbigong +} + +guanch_vaulter = { + type = skirmishers + + damage = 10 + toughness = 12 + pursuit = 15 + screen = 20 + siege_value = 0.1 + + terrain_bonus = { + hills = { damage = 4 toughness = 6 } + mountains = { damage = 4 pursuit = 6 } + desert_mountains = { damage = 4 pursuit = 6 } + wetlands = { damage = 4 pursuit = 6 } + } + + counters = { + heavy_infantry = 1 + } + + buy_cost = { gold = guanch_vaulter_recruitment_cost } + low_maintenance_cost = { gold = guanch_vaulter_low_maint_cost } + high_maintenance_cost = { gold = guanch_vaulter_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + + stack = 100 + ai_quality = { value = culture_ai_weight_skirmishers } + icon = skirmishers +} + +teulu = { + type = light_cavalry + + damage = 25 + toughness = 25 + pursuit = 35 + screen = 30 + + terrain_bonus = { + hills = { pursuit = 5 toughness = 10 } + forest = { pursuit = 5 toughness = 10 } + plains = { pursuit = 5 damage = 10 toughness = 10 } + wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 } + mountains = { damage = -10 pursuit = -20 } + desert_mountains = { damage = -15 pursuit = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + can_recruit = { + culture = { + OR = { + this = culture:welsh + this = culture:cumbrian + any_parent_culture_or_above = { + OR = { + this = culture:welsh + this = culture:cumbrian + } + has_cultural_pillar = heritage_brythonic + } + } + } + } + + buy_cost = { gold = teulu_recruitment_cost } + low_maintenance_cost = { gold = teulu_low_maint_cost } + high_maintenance_cost = { gold = teulu_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + illustration = { + trigger = { + should_use_asian_maa_graphics = yes + } + + reference = light_cavalry_asia + } + + illustration = { + reference = light_cavalry + } +} diff --git a/common/men_at_arms_types/00_maa_types.txt b/common/men_at_arms_types/00_maa_types.txt index 028ee646..a51ef3c9 100644 --- a/common/men_at_arms_types/00_maa_types.txt +++ b/common/men_at_arms_types/00_maa_types.txt @@ -88,6 +88,7 @@ bowmen = { counters = { skirmishers = 1 chemical_weapons = 1 + archer_cavalry = 0.5 archer_cavalry = 1 } @@ -479,7 +480,7 @@ crossbowmen = { counters = { heavy_infantry = 1 heavy_cavalry = 1 - archer_cavalry = 0.5 + #archer_cavalry = 0.5 } can_recruit = { diff --git a/common/men_at_arms_types/09_mpo_maa_types.txt b/common/men_at_arms_types/09_mpo_maa_types.txt index e06d080e..10a027a7 100644 --- a/common/men_at_arms_types/09_mpo_maa_types.txt +++ b/common/men_at_arms_types/09_mpo_maa_types.txt @@ -298,9 +298,9 @@ mangudai = { } counters = { - pikemen = 0.5 + #pikemen = 0.5 peasant_militia = 2 - heavy_infantry = 1 + #heavy_infantry = 1 } can_recruit = { @@ -354,7 +354,7 @@ cataphract_archers = { counters = { archer_cavalry = 1 archers = 1 - gunpowder = 0.5 + #gunpowder = 0.5 } winter_bonus = { diff --git a/common/religion/religion_types/NEOW_baltic.txt b/common/religion/religion_types/NEOW_baltic.txt index 73df9d61..4c789e25 100644 --- a/common/religion/religion_types/NEOW_baltic.txt +++ b/common/religion/religion_types/NEOW_baltic.txt @@ -22,7 +22,7 @@ baltic_religion = { #placeholder doctrine = doctrine_homosexuality_shunned doctrine = doctrine_adultery_men_shunned doctrine = doctrine_adultery_women_shunned - doctrine = doctrine_kinslaying_close_kin_shunned + doctrine = doctrine_kinslaying_shunned doctrine = doctrine_deviancy_accepted doctrine = doctrine_witchcraft_accepted diff --git a/common/religion/religion_types/NEOW_folkgerman.txt b/common/religion/religion_types/NEOW_folkgerman.txt index 2078faac..576972d1 100644 --- a/common/religion/religion_types/NEOW_folkgerman.txt +++ b/common/religion/religion_types/NEOW_folkgerman.txt @@ -440,7 +440,171 @@ doctrine = tenet_christian_syncretism doctrine = tenet_ancestor_worship - doctrine = tenet_megaliths + doctrine = tenet_bhakti + doctrine = doctrine_witchcraft_crime + localization = { + #HighGod | placeholder + HighGodName = folketro_high_god_name + HighGodName2 = folketro_high_god_name_alternate + HighGodNamePossessive = folketro_high_god_name_alternate_possessive + HighGodNameSheHe = CHARACTER_SHEHE_HE + HighGodHerselfHimself = CHARACTER_HIMSELF + HighGodHerHis = CHARACTER_HERHIS_HIS + HighGodNameAlternate = germanic_high_god_alternate + HighGodNameAlternatePossessive = folketro_high_god_name_alternate_possessive + + #Creator | placeholder + CreatorName = folketro_high_god_name + CreatorNamePossessive = folketro_high_god_name_possessive + CreatorSheHe = CHARACTER_SHEHE_HE + CreatorHerHis = CHARACTER_HERHIS_HIS + CreatorHerHim = CHARACTER_HERHIM_HIM + + #HealthGod | placeholder + HealthGodName = folketro_health_god_name + HealthGodNamePossessive = folketro_health_god_name_possessive + HealthGodSheHe = CHARACTER_SHEHE_HE + HealthGodHerHis = CHARACTER_HERHIS_HIS + HealthGodHerHim = CHARACTER_HERHIM_HIM + + #FertilityGod | placeholder + FertilityGodName = folketro_health_god_name + FertilityGodNamePossessive = folketro_health_god_name_possessive + FertilityGodSheHe = CHARACTER_SHEHE_SHE + FertilityGodHerHis = CHARACTER_HERHIS_HER + FertilityGodHerHim = CHARACTER_HERHIM_HER + + #WealthGod | placeholder + WealthGodName = folketro_wealth_god_name + WealthGodNamePossessive = folketro_wealth_god_name_possessive + WealthGodSheHe = CHARACTER_SHEHE_HE + WealthGodHerHis = CHARACTER_HERHIS_HIS + WealthGodHerHim = CHARACTER_HERHIM_HIM + + #HouseholdGod | placeholder + HouseholdGodName = folketro_health_god_name + HouseholdGodNamePossessive = folketro_health_god_name_possessive + HouseholdGodSheHe = CHARACTER_SHEHE_HSE + HouseholdGodHerHis = CHARACTER_HERHIS_HER + HouseholdGodHerHim = CHARACTER_HERHIM_HER + + #FateGod | placeholder + FateGodName = folketro_fate_god_name + FateGodNamePossessive = folketro_fate_god_name_possessive + FateGodSheHe = CHARACTER_SHEHE_HE + FateGodHerHis = CHARACTER_HERHIS_HIS + FateGodHerHim = CHARACTER_HERHIM_HIM + + #KnowledgeGod | placeholder + KnowledgeGodName = folketro_wealth_god_name + KnowledgeGodNamePossessive = folketro_wealth_god_name_possessive + KnowledgeGodSheHe = CHARACTER_SHEHE_HE + KnowledgeGodHerHis = CHARACTER_HERHIS_HIS + KnowledgeGodHerHim = CHARACTER_HERHIM_HIM + + #WarGod | placeholder + WarGodName = folketro_war_god_name + WarGodNamePossessive = folketro_war_god_name_possessive + WarGodSheHe = CHARACTER_SHEHE_HE + WarGodHerHis = CHARACTER_HERHIS_HIS + WarGodHerHim = CHARACTER_HERHIM_HIM + + #TricksterGod | placeholder + TricksterGodName = folketro_trickster_god_name + TricksterGodNamePossessive = folketro_trickster_god_name_possessive + TricksterGodSheHe = CHARACTER_SHEHE_HE + TricksterGodHerHis = CHARACTER_HERHIS_HIS + TricksterGodHerHim = CHARACTER_HERHIM_HIM + + #NightGod | placeholder + NightGodName = folketro_trickster_god_name + NightGodNamePossessive = folketro_trickster_god_name_possessive + NightGodSheHe = CHARACTER_SHEHE_HE + NightGodHerHis = CHARACTER_HERHIS_HIS + NightGodHerHim = CHARACTER_HERHIM_HIM + + #WaterGod | placeholder + WaterGodName = folketro_wealth_god_name + WaterGodNamePossessive = folketro_wealth_god_name_possessive + WaterGodSheHe = CHARACTER_SHEHE_HE + WaterGodHerHis = CHARACTER_HERHIS_HIS + WaterGodHerHim = CHARACTER_HERHIM_HIM + + PantheonTerm = folkgerman_high_god_name + PantheonTerm2 = folkgerman_high_god_name_2 + PantheonTerm3 = folkgerman_high_god_name_3 + PantheonTermHasHave = pantheon_term_has + GoodGodNames = { + folkgerman_high_god_name + folkgerman_high_god_name_alternate + } + DevilName = folketro_trickster_god_name + DevilNamePossessive = folketro_trickster_god_name_possessive + DevilSheHe = CHARACTER_SHEHE_HE + DevilHerHis = CHARACTER_HERHIS_HIS + DevilHerHis = CHARACTER_HERHIS_HIS + DevilHerselfHimself = CHARACTER_HIMSELF + EvilGodNames = { + folkgerman_devil_name + } + HouseOfWorship = christianity_house_of_worship + HouseOfWorship2 = christianity_house_of_worship_2 + HouseOfWorship3 = christianity_house_of_worship_3 + HouseOfWorshipPlural = christianity_house_of_worship_plural + ReligiousSymbol = christianity_religious_symbol + ReligiousSymbol2 = christianity_religious_symbol_2 + ReligiousSymbol3 = christianity_religious_symbol_3 + ReligiousText = germanic_religious_text + ReligiousText2 = germanic_religious_text_2 + ReligiousText3 = germanic_religious_text_3 + ReligiousHeadName = adoptionist_religious_head_title + ReligiousHeadTitleName = adoptionist_religious_head_title_name + DevoteeMale = folkgerman_devotee_male + DevoteeMalePlural = folkgerman_devotee_male_plural + DevoteeFemale = folkgerman_devotee_female + DevoteeFemalePlural = folkgerman_devotee_female_plural + DevoteeNeuter = folkgerman_devotee_neuter + DevoteeNeuterPlural = folkgerman_devotee_neuter_plural + PriestMale = christianity_priest_male + PriestMalePlural = christianity_priest_male_plural + PriestFemale = christianity_priest_male + PriestFemalePlural = christianity_priest_male_plural + PriestNeuter = christianity_priest_male + PriestNeuterPlural = christianity_priest_male_plural + AltPriestTermPlural = christianity_priest_male_plural + BishopMale = christianity_bishop + BishopMalePlural = christianity_bishop_plural + BishopFemale = christianity_bishop + BishopFemalePlural = christianity_bishop_plural + BishopNeuter = christianity_bishop + BishopNeuterPlural = christianity_bishop_plural + DivineRealm = christianity_positive_afterlife + DivineRealm2 = christianity_positive_afterlife + DivineRealm3 = christianity_positive_afterlife + PositiveAfterLife = christianity_positive_afterlife + PositiveAfterLife2 = christianity_positive_afterlife + PositiveAfterLife3 = christianity_positive_afterlife + NegativeAfterLife = folkgerman_negative_afterlife + NegativeAfterLife2 = folkgerman_negative_afterlife_2 + NegativeAfterLife3 = folkgerman_negative_afterlife_3 + DeathDeityName = folketro_fate_god_name + DeathDeityNamePossessive = folketro_fate_god_name_possessive + DeathDeitySheHe = CHARACTER_SHEHE_HE + DeathDeityHerHis = CHARACTER_HERHIS_HIS + DeathDeityHerHim = CHARACTER_HERHIM_HIM + WitchGodName = folketro_trickster_god_name + WitchGodNamePossessive = folketro_trickster_god_name_possessive + WitchGodHerHis = CHARACTER_HERHIS_HIS + WitchGodSheHe = CHARACTER_SHEHE_HE + WitchGodHerHim = CHARACTER_HERHIM_HIM + WitchGodMistressMaster = master + WitchGodMotherFather = father + + + GHWName = ghw_crusade + GHWNamePlural = ghw_crusades + + } } midnighter = { color = { 39 20 102 } diff --git a/events/religion_events/NEOW_religious_decision_events.txt b/events/religion_events/NEOW_religious_decision_events.txt index 586a64f8..fdc02d07 100644 --- a/events/religion_events/NEOW_religious_decision_events.txt +++ b/events/religion_events/NEOW_religious_decision_events.txt @@ -1,5 +1,82 @@ namespace = NEOW_religious_decision +NEOW_religious_decision.0001 = { #custom patron gods for Leviathan + type = character_event + title = NEOW_religious_decision.0001.t + desc = NEOW_religious_decision.0001.desc + theme = faith + left_portrait = { + character = root + animation = personality_rational + } + + option = { + name = NEOW_religious_decision.0001.nationalisators + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_nationalisators } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_nationalisators } + } + + option = { + name = NEOW_religious_decision.0001.technosaurs + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_technosaurs } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_technosaurs } + } + + option = { + name = NEOW_religious_decision.0001.mechasaurs + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_mechasaurs } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_mechasaurs } + } + + option = { + name = NEOW_religious_decision.0001.petrosaurs + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_petrosaurs } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_petrosaurs } + } + + option = { + name = NEOW_religious_decision.0001.metallurgicals + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_metallurgicals } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_metallurgicals } + } + + option = { + name = NEOW_religious_decision.0001.nautiluses + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_nautiluses } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_nautiluses } + } + + option = { + name = NEOW_religious_decision.0001.aerosaurs + trigger = { + NOT = { has_character_modifier = bhakti_leviathan_aerosaurs } + } + NEOW_set_bhakti_effect = { BHAKTI = bhakti_leviathan_aerosaurs } + } + + # Opt-Out + option = { + name = NEOW_religious_decision.0001.optout + flavor = NEOW_religious_decision.0001.flavor + + ai_chance = { + base = 0 + } + } +} + NEOW_religious_decision.0001 = { #custom patron gods for Leviathan type = character_event title = NEOW_religious_decision.0001.t diff --git a/localization/english/replace/decisions_l_english.yml b/localization/english/replace/decisions_l_english.yml index af5b7506..865a436b 100644 --- a/localization/english/replace/decisions_l_english.yml +++ b/localization/english/replace/decisions_l_english.yml @@ -190,6 +190,18 @@ select_personal_deity_germanic_decision.select_thor:0 "Thor, Guardian of Man" select_personal_deity_germanic_decision.select_freyr:0 "Freyr, Bringer of Peace" + select_personal_deity_folketero_decision:0 "Determine Personal Deity" + select_personal_deity_folketero_decision_tooltip:0 "Think about [ROOT.Char.GetFaith.PantheonTerm]" + select_personal_deity_folketero_decision_desc:1 "#F It is not uncommon for [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] to single out one amongst [ROOT.Char.GetFaith.PantheonTerm] who suits their particular tastes and aims in life for special attention.\n\nI should contemplate these divine beings and decide which one calls to me the most.#!" + select_personal_deity_folketero_decision_confirm:0 "Dedicate your Worship to a particular God" + select_personal_deity_folketero_decision_tt:1 "You begin to live your life according to the values of" + select_personal_deity_folketero_decision.select_jesus:0 "Jesus, The Warrior, the Savior" + select_personal_deity_folketero_decision.select_per:0 "Sankt Per, Judge of the Dead" + select_personal_deity_folketero_decision.select_thor:0 "Sankt Olaf, Guardian of Rulers" + select_personal_deity_folketero_decision.select_freyr:0 "Sankt Lucia, Heart Warmer" + + + #N3OW Added: select_personal_leviathan_union_decision:0 "Determine Leviathan Union" diff --git a/localization/english/replace/event_localization/religion_events/zz_NEOW_religious_decisions_l_english.yml b/localization/english/replace/event_localization/religion_events/zz_NEOW_religious_decisions_l_english.yml index fcdf7376..8aba7cd5 100644 --- a/localization/english/replace/event_localization/religion_events/zz_NEOW_religious_decisions_l_english.yml +++ b/localization/english/replace/event_localization/religion_events/zz_NEOW_religious_decisions_l_english.yml @@ -24,4 +24,37 @@ republic_administrative_province_military_short: "Military" republic_administrative_province_military_text_icon: "@government_type_republic!" republic_administrative_province_military_desc: "#low A military administration focused on fortification and recruitment. Providing the realm with the means of protecting itself, or expanding its borders when necessary.#!" - republic_administrative_province_military_amount_desc: "$republic_administrative_province_military_short$ limit reached" \ No newline at end of file + republic_administrative_province_military_amount_desc: "$republic_administrative_province_military_short$ limit reached" + + religious_decision.0101.t:0 "Bhakti" + religious_decision.0101.desc.start:0 "Bhakti can be likened to feelings of fondness, devotion, and worship, but none of these fully encompass the concept. By devoting myself to an avatar of divinity, I am committing myself to them in body and soul.\n\n[ROOT.Char.GetFaith.GetNameNoTooltip] focuses on the veneration of" + religious_decision.0101.desc.generic:0 "just several of them." + religious_decision.0101.desc.vaishnavism:0 "the various incarnations of Vishnu the Preserver." + religious_decision.0101.desc.shaivism:0 "the many incarnations of Shiva the Destroyer." + religious_decision.0101.desc.smartism:0 "the aspects of the ultimate reality." + religious_decision.0101.desc.end:0 "Of these aspects, one must speak to me more than the others..." + religious_decision.0101.ganga:0 "Ganga, god of purity and atonement." + religious_decision.0101.saraswati:0 "Saraswati, goddess of learning and art." + religious_decision.0101.kali:0 "Kali, goddess of the destruction of evil." + religious_decision.0101.kubera:0 "Kubera, god of wealth and justice." + religious_decision.0101.lakishmi:0 "Lakishmi, goddess of fortune and prosperity." + religious_decision.0101.jagganath:0 "Jagganath, Lord of the Universe." + religious_decision.0101.hayagriva:0 "Haygriva, god of knowledge and wisdom." + religious_decision.0101.parvati:0 "Parvati, goddess of fertility and beauty." + religious_decision.0101.virabhadra:0 "Vīrabhadra, god of righteous anger." + religious_decision.0101.munishwarar:0 "Munīshwarar, god of the home and family." + religious_decision.0101.dakshinamoorthy:0 "Dakshinamoorthy, god of all forms of learning." + religious_decision.0101.ganesha:0 "Ganesha, god of wisdom and new beginnings." + religious_decision.0101.vishnu:0 "Vishnu, the god who watches over creation." + religious_decision.0101.shiva:0 "Shiva, the god who hunts down evil." + religious_decision.0101.optout:0 "I am not yet ready to decide." + religious_decision.0101.flavor:0 "There is no shame in waiting until I am certain." + + NEOW_religious_decision.0103.t:0 "Deciding on a Helgener" + NEOW_religious_decision.0103.desc:0 "[ROOT.Char.GetFaith.PantheonTerm|U] are many, yet I cannot say that there are not some who hold a level of special appeal for me. Were I to dedicate myself openly to the express worship of primarily one such deity, I would doubtless draw like-minded souls to my side.\n\nWhatever the blessings my patron provides, being with similar [ROOT.Char.GetFaith.GetAdherentNamePluralNoTooltip] can only bring me health, wealth, and glory." + NEOW_religious_decision.0103.jesus:0 "Jesus, Warrior and Savior!" + NEOW_religious_decision.0103.per:0 "Per, Judge of the Dead!" + NEOW_religious_decision.0103.lucia:0 "Lucia, the Warm-Hearted!" + NEOW_religious_decision.0103.olaf:0 "Olaf, Guardian of Rulers!"" + NEOW_religious_decision.0103.optout:0 "$religious_decision.0101.flavor$" + NEOW_religious_decision.0103.flavor:0 "$religious_decision.0101.flavor$" \ No newline at end of file diff --git a/localization/english/replace/religion/zz_NEOW_religion_folk_germanic_l_english.yml b/localization/english/replace/religion/zz_NEOW_religion_folk_germanic_l_english.yml index b7555e42..a19fe543 100644 --- a/localization/english/replace/religion/zz_NEOW_religion_folk_germanic_l_english.yml +++ b/localization/english/replace/religion/zz_NEOW_religion_folk_germanic_l_english.yml @@ -206,14 +206,18 @@ folketro_adherent:0 "Folktro" folketro_adherent_plural:0 "Folktros" folketro_desc:0 "The Scandinavian folk religion centers around a pantheon headed by the Allfather - the primordial ancestor of mankind ruling over Heaven, where valkyries guide the souls of the dead. Standing next to him are the Helgener - his saints, who were once mortal people that ascended to divinity for their virtue. By far the most important Helgen to the Folklorists is Jesus, a great warrior who sacrificed his life in order to prevent Ragnarök and save all the people on Earth, and is now invoked by his followers for aid in battle. Other deities include Sankte Per, who judges the souls of the dead, Sankta Lucia, who brings kindness and warmth into the hearts of even the hardest of warriors, and Sankt Olaf, the patron and guardian of rulers everywhere. The goal in every Folklorist's life is to become one of the Helgener, making the Father of Fathers proud, and to be a virtuous example for all future generations." - folketro_high_god_name:0 "the Allfather" + folketro_high_god_name:0 "The Allfather" folketro_high_god_name_possessive:0 "the Allfather's" - folketro_war_god_name:0 "Jesus the Warrior" + folketro_war_god_name:0 "Jesus" folketro_war_god_name_possessive:0 "Jesus'" folketro_health_god_name:0 "Sankta Lucia" folketro_health_god_name_possessive:0 "Sankta Lucia's" folketro_fate_god_name:0 "Sankte Per" folketro_fate_god_name_possessive:0 "Sankte Per's" + folketro_wealth_god_name:0 "Sankte Olaf" + folketro_wealth_god_name_possessive:0 "Sankte Olaf's" + folketro_trickster_god_name:0 "The Trickster" + folketro_trickster_god_name_possessive:0 "the Trickster's" midnighter:0 "Midnighter" midnighter_adj:0 "Midnighter"