####################### # CULTURAL TRADITIONS # ####################### ###################### # MPO Traditions # ###################### tradition_mpo_iron_cavalry = { category = regional layers = { 0 = martial 1 = mediterranean 4 = iron_cavalry.dds } is_shown = { has_mpo_dlc_trigger = yes OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_magyar scope:character = { mpo_can_recruit_nomad_maa_trigger = yes } } } can_pick = { culture_not_pacifistic_trigger = yes custom_tooltip = { text = culture_head_archer_cavalry_desc scope:character = { max_number_maa_soldiers_of_base_type = { type = archer_cavalry value >= 600 } } } trigger_if = { limit = { scope:character = { government_has_flag = government_is_nomadic } } scope:character.domicile ?= { has_domicile_building_or_higher = paiza_metal_trade_yurt_01 } } trigger_else = { scope:character = { has_trait = nomadic_philosophy } } } parameters = { unlock_maa_cataphract_archers = yes martial_traits_give_out_hcav_bonus = yes metalworkers_internal_yurt_unlock = yes } character_modifier = { heavy_cavalry_toughness_mult = 0.2 archer_cavalry_toughness_mult = 0.2 light_cavalry_toughness_mult = 0.1 herd_conversion = -0.01 } cost = { prestige = { add = { value = tradition_base_cost multiply = 4 desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_iron_cavalry } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { # Reduce chance slightly if the culture has access to other "cavalry" types OR = { has_innovation = innovation_war_camels has_innovation = innovation_elephantry } } multiply = 0.4 } else_if = { limit = { scope:character ?= { ai_has_warlike_personality = yes } } multiply = 4 } } } tradition_mpo_wolves_of_the_deep_steppe = { category = regional layers = { 0 = martial 1 = mena 4 = wolves_of_the_deep_steppe.dds } is_shown = { has_mpo_dlc_trigger = yes OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_magyar scope:character = { mpo_can_recruit_nomad_maa_trigger = yes } } } can_pick = { culture_not_pacifistic_trigger = yes scope:character = { government_has_flag = government_is_nomadic } } parameters = { unlock_maa_mangudai = yes } character_modifier = { prowess = 4 herd_capacity_mult = 0.2 herd_conversion = 0.01 nomadic_horde_damage_mult = 0.1 nomadic_horde_pursuit_mult = 0.1 archer_cavalry_damage_mult = 0.15 archer_cavalry_pursuit_mult = 0.2 mountains_fertility_growth_mult = medium_culture_county_fertility_value_mult mountains_travel_danger = mountains_medium_danger_reduction hills_travel_danger = hills_medium_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost multiply = 4 desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { has_cultural_pillar = heritage_mongolic } multiply = { value = 0.5 desc = heritage_mongolic_name } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_wolves_of_the_deep_steppe } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { # Reduce chance slightly if the culture has access to other "cavalry" types OR = { has_innovation = innovation_war_camels has_innovation = innovation_elephantry } } multiply = 0.4 } else_if = { limit = { scope:character ?= { ai_has_warlike_personality = yes } } multiply = 4 } } } tradition_devoted_horsemanship = { category = regional layers = { 0 = martial 1 = mena 4 = horses.dds } is_shown = { OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_magyar scope:character = { mpo_can_recruit_nomad_maa_trigger = yes } } } can_pick = { OR = { has_cultural_pillar = heritage_mongolic has_cultural_pillar = heritage_turkic has_cultural_pillar = heritage_magyar scope:character = { mpo_can_recruit_nomad_maa_trigger = yes } scope:character = { has_trait = nomadic_philosophy } } } parameters = { unlock_maa_horse_archers = yes can_recruit_open_specialist = yes unlock_horse_pastures_building = yes unlock_voluntary_laampdom = yes stewardship_traits_give_out_cav_bonus = yes unlock_maa_tarkhan = yes } character_modifier = { movement_speed = 0.1 character_travel_speed_mult = 0.2 movement_speed_land_raiding = 0.2 } cost = { prestige = { add = { value = tradition_base_cost multiply = 2 desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_communal_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_devoted_horsemanship } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_mpo_northern_tribes = { category = regional layers = { 0 = steward 1 = western 4 = northern_tribes.dds } can_pick_for_hybridization = { custom_tooltip = { text = cannot_hybridize_northern_tribes always = no } } is_shown = { has_mpo_dlc_trigger = yes any_culture_county = { OR = { has_county_modifier = mpo_siberian_permafrost_modifier has_county_modifier = mpo_siberian_permafrost_modifier_bad } } } can_pick = { any_culture_county = { percent >= 0.2 has_county_modifier = mpo_siberian_permafrost_modifier_bad } } parameters = { unlock_maa_maturkan_warriors = yes permafrost_modifier_mechanic = yes permafrost_modifier_removal_condition = yes permafrost_unlock_tribal_building = yes permafrost_cannot_become_feudal = yes } character_modifier = { taiga_advantage = 4 winter_advantage = 4 taiga_travel_danger = taiga_medium_danger_reduction hills_travel_danger = hills_medium_danger_reduction taiga_construction_gold_cost = -0.2 forest_construction_gold_cost = -0.2 } cost = { prestige = { add = { value = tradition_base_cost multiply = 2 desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_northern_tribes } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.5 OR = { has_county_modifier = mpo_siberian_permafrost_modifier has_county_modifier = mpo_siberian_permafrost_modifier_bad } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = mpo_northern_tribes_percentage_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 0 #ai either has it on game start or should not pursue it } }