diff --git a/common/men_at_arms_types/00_cultural_maa_types.txt b/common/men_at_arms_types/00_cultural_maa_types.txt deleted file mode 100644 index 8457a310..00000000 --- a/common/men_at_arms_types/00_cultural_maa_types.txt +++ /dev/null @@ -1,1327 +0,0 @@ -# standard costs -@maa_buy_cost = 150 -@maa_low_maintenance_cost = 1.0 -@maa_high_maintenance_cost = 5.0 -@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT) - -# Must be synced between files with the values located at "# Provisions Costs #". -@provisions_cost_infantry_cheap = 3 -@provisions_cost_infantry_moderate = 7 -@provisions_cost_infantry_expensive = 12 -@provisions_cost_infantry_bankrupting = 15 - -@provisions_cost_cavalry_cheap = 7 -@provisions_cost_cavalry_moderate = 15 -@provisions_cost_cavalry_expensive = 21 -@provisions_cost_cavalry_bankrupting = 30 - -@provisions_cost_special_cheap = 6 -@provisions_cost_special_moderate = 12 -@provisions_cost_special_expensive = 18 -@provisions_cost_special_bankrupting = 24 - -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 a51ef3c9..028ee646 100644 --- a/common/men_at_arms_types/00_maa_types.txt +++ b/common/men_at_arms_types/00_maa_types.txt @@ -88,7 +88,6 @@ bowmen = { counters = { skirmishers = 1 chemical_weapons = 1 - archer_cavalry = 0.5 archer_cavalry = 1 } @@ -480,7 +479,7 @@ 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 10a027a7..e06d080e 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 4c789e25..73df9d61 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_shunned + doctrine = doctrine_kinslaying_close_kin_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 576972d1..2078faac 100644 --- a/common/religion/religion_types/NEOW_folkgerman.txt +++ b/common/religion/religion_types/NEOW_folkgerman.txt @@ -440,171 +440,7 @@ doctrine = tenet_christian_syncretism doctrine = tenet_ancestor_worship - 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 - - } + doctrine = tenet_megaliths } 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 fdc02d07..586a64f8 100644 --- a/events/religion_events/NEOW_religious_decision_events.txt +++ b/events/religion_events/NEOW_religious_decision_events.txt @@ -1,82 +1,5 @@ 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 865a436b..af5b7506 100644 --- a/localization/english/replace/decisions_l_english.yml +++ b/localization/english/replace/decisions_l_english.yml @@ -190,18 +190,6 @@ 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 8aba7cd5..fcdf7376 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 @@ -24,37 +24,4 @@ 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" - - 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 + republic_administrative_province_military_amount_desc: "$republic_administrative_province_military_short$ limit reached" \ 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 a19fe543..b7555e42 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 @@ -206,18 +206,14 @@ 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" + folketro_war_god_name:0 "Jesus the Warrior" 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"