########################### # FP2 CULTURAL TRADITIONS ########################### ####################### # Aragonese Specific ####################### tradition_fp2_state_ransoming = { category = realm layers = { 0 = steward 1 = western 4 = state_ransoming.dds } is_shown = { # DLC check. has_fp2_dlc_trigger = yes } # Anyone can take this. parameters = { knights_die_less_but_are_captured_more = yes characters_more_likely_to_be_captured_in_sieges = yes can_demand_higher_ransoms_from_lower_tiers = yes } character_modifier = { hard_casualty_modifier = -0.5 monthly_war_income_mult = -0.25 } county_modifier = { # Naturally, people are more keen to turn up to serve. levy_size = 0.1 } cost = { prestige = { # Base cost. add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirement. 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 } } # Heritage or language if = { limit = { NOR = { has_cultural_pillar = heritage_iberian AND = { exists = culture_head culture_head = { knows_language = language_iberian } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = lack_iberian_heritage_or_language_penalty_desc } } # General replacement stuff. multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 } } ####################### # Castilian Specific ####################### tradition_fp2_strategy_gamers = { category = ritual layers = { 0 = diplo 1 = western 4 = board_gamers.dds } is_shown = { # DLC check. has_fp2_dlc_trigger = yes } # Anyone can take this. parameters = { commanders_likelier_to_gain_commander_traits = yes may_challenge_to_board_games = yes may_wager_land_on_board_games = yes } character_modifier = { movement_speed = 0.1 prowess = medium_skill_penalty martial = medium_skill_bonus } cost = { prestige = { # Base cost. add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirement. if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_courtly_desc } } # Either high martial, high learning, or a chess board required. if = { limit = { exists = culture_head } if = { limit = { culture_head = { NOR = { martial >= very_high_skill_rating learning >= very_high_skill_rating any_character_artifact = { has_variable = can_be_used_for_board_games } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = lack_martial_learning_or_chess_board_penalty_desc } } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 0 if = { limit = { exists = culture_head } culture_head = { # Absolute nerds. if = { limit = { martial >= extremely_high_skill_rating learning >= extremely_high_skill_rating has_trait = scholar } add = 100 } # People who got suckered in & accidentally started a trend. if = { limit = { any_character_artifact = { has_variable = can_be_used_for_board_games } } add = 100 } } } } } ####################### # Andalusian Specific ####################### tradition_fp2_malleable_subjects = { category = realm layers = { 0 = intrigue 1 = mena 4 = malleable_subjects.dds } is_shown = { # DLC check. has_fp2_dlc_trigger = yes has_cultural_pillar = heritage_iberian } can_pick = { # Must be of a suitable heritage. custom_tooltip = { text = iberian_heritage_trigger has_cultural_pillar = heritage_iberian } } parameters = { doesnt_care_about_culture_faith_in_factions = yes wants_to_learn_liege_language = yes harder_to_convert_county_culture_without_heritage = yes easier_to_convert_county_culture_with_heritage = yes powerful_foreign_knights_find_you_attractive = yes # ^[blushes] } character_modifier = { mercenary_hire_cost_mult = -0.5 vassal_levy_contribution_mult = 0.25 different_culture_opinion = 10 ignore_negative_opinion_of_culture = yes } culture_modifier = { mercenary_count_mult = 2 cultural_acceptance_gain_mult = 0.25 } cost = { prestige = { # Base cost. add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirement. if = { limit = { NOR = { culture_pillar:ethos_egalitarian = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_egalitarian_or_courtly_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 0 # Players might want this, but the AI never does. } } ####################### # Generic ####################### tradition_fp2_ritualised_friendship = { category = societal layers = { 0 = diplo 1 = western 4 = ritualised_friendship.dds } is_shown = { # DLC check. #has_fp2_dlc_trigger = yes } can_pick = { # Must have at least one friend. No friendless losers. Especially you, Nick. custom_tooltip = { text = need_at_least_one_friend culture_head ?= { any_relation = { type = friend count >= 1 } } } } parameters = { automatic_befriend_access = yes may_propose_best_friendship = yes strong_hooks_and_stress_effects_best_friends = yes may_select_friendship_synergy_bonus = yes } character_modifier = { scheme_phase_duration_against_friend_add = 20 scheme_phase_duration_against_best_friend_add = 40 } cost = { prestige = { # Base cost. add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # No ethos requirement: everyone likes friends. # Need at least three friends. if = { limit = { exists = culture_head } if = { limit = { culture_head = { any_relation = { type = friend count < 3 } } } add = { value = tradition_unfulfilled_criteria_penalty desc = guess_you_need_more_friends_desc } } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 0 if = { limit = { exists = culture_head } culture_head = { # Some traits make you want to codify this more... if = { limit = { has_trait = gregarious } add = 50 } if = { limit = { has_trait = just } add = 25 } if = { limit = { has_trait = compassionate } add = 25 } # ... but arbitrary characters have zero interest in anything nearly so formal if = { limit = { has_trait = arbitrary } add = -200 } # We don't modify down for shy because, if anything, you'd expect a shy person to be more serious about the few friends they *do* have. # Having lots of friends makes you more likely to want this. if = { limit = { any_relation = { type = friend count >= 4 } } add = 50 } # As does having a best friend already. if = { limit = { any_relation = { type = best_friend count >= 1 } } add = 25 } # And certain lifestyles also make you want to focus on this. if = { limit = { has_focus = martial_chivalry_focus } add = 10 } } } } }