####################### # CULTURAL TRADITIONS # ####################### ###################### # MAA Traditions # ###################### tradition_futuwaa = { category = regional layers = { 0 = martial 1 = mena 4 = soldiers.dds } is_shown = { has_cultural_pillar = heritage_iranian NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_chanson_de_geste has_cultural_tradition = tradition_druzhina has_cultural_tradition = tradition_martial_admiration } } can_pick = { has_cultural_pillar = heritage_iranian NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_chanson_de_geste has_cultural_tradition = tradition_druzhina has_cultural_tradition = tradition_martial_admiration } } parameters = { unlock_maa_ayyar = yes can_use_sparring_duel = yes martial_education_more_valued = yes prowess_traits_more_valued = yes blademaster_trait_bonuses = yes craven_and_content_traits_looked_down_upon = yes knights_slightly_more_prone_to_injury = yes unlock_voluntary_laampdom = yes } character_modifier = { knight_limit = 2 negate_prowess_penalty_add = 5 accolade_glory_gain_mult = 0.2 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_courtly_or_communal_desc } } if = { limit = { NOT = { scope:character = { any_knight = { count >= 6 prowess >= 12 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = knights_with_prowess_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_futuwaa } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_mubarizuns = { category = regional layers = { 0 = martial 1 = mena 4 = soldiers.dds } #Can pick this if you have arabic heritage. is_shown = { #Replaces Warriors of the Dry has_cultural_pillar = heritage_arabic } can_pick = { culture_not_pacifistic_trigger = yes trigger_if = { limit = { OR = { NOT = { exists = scope:replacing } NOT = { scope:replacing = culture_tradition:tradition_warriors_of_the_dry } } } NOT = { has_cultural_tradition = tradition_warriors_of_the_dry } #To prevent stacking after hybridization } } parameters = { unlock_maa_mubarizun = yes desert_warrior_trait_more_common = yes dry_trait_bonuses = yes can_recruit_dry_specialist = yes } character_modifier = { drylands_levy_size = 0.1 desert_levy_size = 0.1 drylands_supply_limit_mult = 0.25 desert_supply_limit_mult = 0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = drylands terrain = desert } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = dry_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mubarizuns } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { OR = { terrain = drylands terrain = desert } } } } } } multiply = 0 } } } tradition_desert_ribat = { category = regional layers = { 0 = martial 1 = mena 4 = city2.dds } is_shown = { has_cultural_pillar = heritage_berber } can_pick = { culture_not_pacifistic_trigger = yes custom_description = { text = culture_in_dryland_desc any_culture_county = { any_county_province = { OR = { terrain = drylands terrain = desert } } } } } parameters = { unlock_maa_mulaththamun = yes #Mulaththamun desert_warrior_trait_more_common = yes dry_trait_bonuses = yes can_recruit_dry_specialist = yes mystic_trait_more_common = yes } character_modifier = { prowess_per_piety_level = 1 desert_travel_danger = desert_low_danger_reduction drylands_travel_danger = drylands_low_danger_reduction desert_mountains_travel_danger = desert_mountains_low_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_spiritual_or_stoic_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = drylands terrain = desert } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = dry_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_desert_ribat } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { OR = { terrain = drylands terrain = desert } } } } } } multiply = 0 } } } tradition_land_of_the_bow = { category = regional layers = { 0 = martial 1 = mena 4 = bow.dds } is_shown = { has_cultural_pillar = heritage_east_african } can_pick = { has_cultural_pillar = heritage_east_african } parameters = { unlock_maa_archers_of_the_nile = yes hunting_archery_building_bonuses = yes } county_modifier = { floodplains_levy_size = 0.1 } province_modifier = { garrison_size = 0.25 } character_modifier = { defender_advantage = 5 archers_damage_mult = 0.2 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { number_maa_soldiers_of_base_type = { type = archers value >= 800 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_archers_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_land_of_the_bow } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { terrain = floodplains } } } } } multiply = 0 } } } tradition_druzhina = { category = regional layers = { 0 = martial 1 = western 4 = shield.dds } #East Slavic #This replaces Martial Admiration is_shown = { has_cultural_pillar = heritage_east_slavic NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_futuwaa has_cultural_tradition = tradition_chanson_de_geste has_cultural_tradition = tradition_martial_admiration } } can_pick = { has_cultural_pillar = heritage_east_slavic NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_futuwaa has_cultural_tradition = tradition_chanson_de_geste has_cultural_tradition = tradition_martial_admiration } } parameters = { unlock_maa_druzhina = yes martial_education_more_valued = yes prowess_traits_more_valued = yes blademaster_trait_bonuses = yes craven_and_content_traits_looked_down_upon = yes knights_slightly_more_prone_to_injury = yes can_duel_rivals = yes } character_modifier = { knight_limit = 2 negate_prowess_penalty_add = 5 accolade_glory_gain_mult = 0.2 heavy_infantry_toughness_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_stoic_desc } } if = { limit = { NOT = { scope:character = { any_knight = { count >= 6 prowess >= 12 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = knights_with_prowess_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_druzhina } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_hussar = { #Konni Raids category = regional layers = { 0 = martial 1 = western 4 = rider.dds } #This replaces Hit and Run is_shown = { OR = { has_cultural_pillar = heritage_south_slavic has_cultural_pillar = heritage_magyar has_cultural_pillar = heritage_west_slavic } } can_pick = { trigger_if = { limit = { OR = { NOT = { exists = scope:replacing } NOT = { scope:replacing = culture_tradition:tradition_hit_and_run } } } NOT = { has_cultural_tradition = tradition_hit_and_run } #To prevent stacking after hybridization } } parameters = { unlock_maa_hussar = yes } character_modifier = { skirmishers_screen_mult = 0.2 light_cavalry_damage_mult = 0.2 light_cavalry_screen_mult = 0.2 retreat_losses = -0.1 hard_casualty_modifier = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_stoic_desc } } if = { limit = { NOT = { scope:character = { number_maa_soldiers_of_base_type = { type = light_cavalry value >= 500 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_light_cavalry_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_hussar } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_horn_mountain_skirmishing = { category = regional layers = { 0 = steward 1 = mena 4 = desert_mountains.dds } #In the Horn of Africa this replaces the Mountaineers tradition is_shown = { OR ={ has_cultural_pillar = heritage_somalian has_cultural_pillar = heritage_east_african } NOR = { has_cultural_tradition = tradition_mountaineers has_cultural_tradition = tradition_caucasian_wolves } } can_pick = { custom_description = { text = culture_in_mountains_desc any_culture_county = { any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } parameters = { unlock_maa_horn_warrior = yes rough_terrain_expert_trait_more_common = yes mountain_trait_bonuses = yes can_recruit_mountain_specialist = yes } province_modifier = { mountains_levy_size = 0.1 desert_mountains_levy_size = 0.1 mountains_supply_limit_mult = 0.25 desert_mountains_supply_limit_mult = 0.25 } character_modifier = { mountains_travel_danger = mountains_medium_danger_reduction desert_mountains_travel_danger = desert_mountains_medium_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = mountain_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_horn_mountain_skirmishing } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } } multiply = 0 } } } tradition_bush_hunting = { category = regional layers = { 0 = martial 1 = mena 4 = jungle.dds } #Replaces Jungle Warriors is_shown = { OR = { has_cultural_pillar = heritage_akan has_cultural_pillar = heritage_yoruba } NOT = { has_cultural_tradition = tradition_jungle_warriors } } can_pick = { } parameters = { unlock_maa_bush_hunter = yes jungle_trait_bonuses = yes dry_trait_bonuses = yes can_recruit_jungle_specialist = yes } character_modifier = { archers_damage_mult = 0.2 jungle_supply_limit_mult = 0.25 jungle_travel_danger = jungle_medium_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_or_egalitarian_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = jungle } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = jungle_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_bush_hunting } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { terrain = jungle } } } } } multiply = 0 } } } tradition_mobile_guards = { category = regional layers = { 0 = martial 1 = mena 4 = forest.dds } #Replaces Stand and Fight is_shown = { has_cultural_pillar = heritage_israelite NOT = { has_cultural_tradition = tradition_stand_and_fight } } can_pick = { } parameters = { unlock_maa_shomer = yes } character_modifier = { maa_toughness_mult = 0.1 heavy_infantry_toughness_mult = 0.2 heavy_infantry_maintenance_mult = 0.1 heavy_cavalry_toughness_mult = 0.2 heavy_cavalry_maintenance_mult = 0.1 pikemen_toughness_mult = 0.2 pikemen_maintenance_mult = 0.1 hard_casualty_modifier = 0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_desc } } if = { limit = { NOT = { scope:character = { number_maa_soldiers_of_base_type = { type = skirmishers value >= 800 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_skirmishers_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mobile_guards } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOR = { culture_has_heavy_infantry_maa = yes culture_has_heavy_cavalry_maa = yes culture_has_pikemen_maa = yes } OR = { culture_has_skirmisher_maa = yes culture_has_archer_maa = yes culture_has_light_cavalry_maa = yes culture_has_archer_cavalry_maa = yes scope:character = { mpo_can_recruit_nomad_maa_trigger = yes } } } multiply = 0.25 } } } tradition_khadga_puja = { category = regional layers = { 0 = martial 1 = mena 4 = soldiers2.dds } is_shown = { has_cultural_pillar = heritage_indo_aryan } can_pick = { custom_description = { text = culture_not_egalitarian NOT = { culture_pillar:ethos_egalitarian = { is_in_list = traits } } } } parameters = { martial_education_more_valued = yes unlock_maa_khandayat = yes blademaster_trait_bonuses = yes craven_and_content_traits_looked_down_upon = yes } province_modifier = { } character_modifier = { knight_effectiveness_mult = 0.1 accolade_glory_gain_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_stoic_desc } } if = { limit = { NOT = { scope:character = { any_knight = { count >= 6 prowess >= 12 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = knights_with_prowess_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_khadga_puja } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_garuda_warriors = { category = regional layers = { 0 = martial 1 = indian 4 = soldiers2.dds } is_shown = { has_cultural_pillar = heritage_dravidian } can_pick = { } parameters = { unlock_maa_garudas = yes unlock_garuda_warrior_title = yes martial_education_more_valued = yes prowess_traits_more_valued = yes craven_and_content_traits_looked_down_upon = yes loyal_trait_more_valued = yes } character_modifier = { accolade_glory_gain_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_stoic_desc } } if = { limit = { NOT = { scope:character = { any_knight = { count >= 6 prowess >= 12 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = knights_with_prowess_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_garuda_warriors } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_burman_royal_army = { category = regional layers = { 0 = martial 1 = indian 4 = elephant.dds } is_shown = { has_cultural_pillar = heritage_burman } can_pick = { has_cultural_pillar = heritage_burman } parameters = { unlock_maa_palace_guards = yes jungle_stalker_trait_more_common = yes jungle_trait_bonuses = yes can_recruit_jungle_specialist = yes } character_modifier = { elephant_cavalry_damage_mult = 0.2 elephant_cavalry_toughness_mult = 0.2 jungle_travel_danger = jungle_medium_danger_reduction accolade_glory_gain_mult = 0.1 } province_modifier = { } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_desc } } if = { limit = { NOT = { scope:character = { number_maa_soldiers_of_base_type = { type = elephant_cavalry value >= 5 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_has_elephants_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_burman_royal_army } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_mountain_herding = { category = regional layers = { 0 = martial 1 = mena 4 = desert_mountains.dds } #Replaces Mountain Homes is_shown = { OR ={ has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_berber } } can_pick = { OR ={ has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_berber } culture_not_pacifistic_trigger = yes custom_description = { text = culture_in_mountains_desc any_culture_county = { any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } parameters = { unlock_maa_abudrar = yes rough_terrain_expert_trait_more_common = yes desert_warrior_trait_more_common = yes mountain_trait_bonuses = yes can_recruit_mountain_specialist = yes } character_modifier = { mountains_travel_danger = mountains_high_danger_reduction desert_mountains_travel_danger = desert_mountains_high_danger_reduction } county_modifier = { desert_mountains_development_growth_factor = 0.35 } province_modifier = { desert_mountains_construction_gold_cost = -0.1 desert_mountains_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = desert_mountains } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = mountain_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mountain_herding } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { terrain = desert_mountains } } } } } multiply = 0 } } } tradition_forest_wardens = { category = regional layers = { 0 = martial 1 = western 4 = forest.dds } #Replaces Forest Folk is_shown = { OR = { has_cultural_pillar = heritage_balto_finnic has_cultural_pillar = heritage_volga_finnic has_cultural_pillar = heritage_ugro_permian has_cultural_pillar = heritage_baltic } NOT = { has_cultural_tradition = tradition_forest_folk } } can_pick = { OR = { has_cultural_pillar = heritage_balto_finnic has_cultural_pillar = heritage_volga_finnic has_cultural_pillar = heritage_ugro_permian has_cultural_pillar = heritage_baltic } custom_description = { text = culture_in_forest_desc any_culture_county = { any_county_province = { OR = { terrain = forest terrain = taiga } } } } } parameters = { unlock_maa_metsanvartija = yes logging_camps_building_bonuses = yes can_recruit_forest_specialist = yes forest_fighter_trait_more_common = yes forest_hunt_success_chance = yes watermills_forestries_unlock = yes } character_modifier = { forest_travel_danger = forest_high_danger_reduction taiga_travel_danger = taiga_high_danger_reduction } county_modifier = { forest_development_growth_factor = 0.15 taiga_development_growth_factor = 0.15 } province_modifier = { forest_construction_gold_cost = -0.1 taiga_construction_gold_cost = -0.1 forest_holding_construction_gold_cost = -0.1 taiga_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = forest terrain = taiga } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = forest_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_forest_wardens } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { OR = { terrain = forest terrain = taiga } } } } } } multiply = 0 } } } tradition_upland_skirmishing = { category = regional layers = { 0 = martial 1 = western 4 = forest.dds } #Replaces Highland Warriors is_shown = { has_cultural_pillar = heritage_west_african NOT = { has_cultural_tradition = tradition_highland_warriors } } can_pick = { has_cultural_pillar = heritage_west_african custom_description = { text = culture_in_hills_desc any_culture_county = { any_county_province = { terrain = hills } } } } parameters = { unlock_maa_guinea_warrior = yes hill_farms_building_bonuses = yes rough_terrain_expert_trait_more_common = yes hill_trait_bonuses = yes can_recruit_hill_specialist = yes } character_modifier = { hills_travel_danger = hills_medium_danger_reduction forest_travel_danger = forest_medium_danger_reduction } province_modifier = { hills_levy_size = 0.1 hills_supply_limit_mult = 0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_or_egalitarian_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = hills } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = hill_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_upland_skirmishing } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { terrain = hills } } } } } multiply = 0 } } } tradition_strong_kinship = { #There can be only one! category = regional layers = { 0 = martial 1 = western 4 = conversation.dds } is_shown = { OR = { this = culture:gaelic this = culture:scottish any_parent_culture_or_above = { OR = { this = culture:gaelic this = culture:scottish } } } } can_pick = { OR = { this = culture:gaelic this = culture:scottish any_parent_culture_or_above = { OR = { this = culture:gaelic this = culture:scottish } } } } parameters = { unlock_schiltron_innovation = yes bonuses_from_patriarch_matriarch_trait = yes cultural_house_personal_scheme_success_chance = yes landing_house_members_give_prestige = yes penalty_for_revoking_titles_from_house_members = yes loyal_trait_more_common = yes } character_modifier = { dynasty_house_opinion = 15 opinion_of_liege = -10 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_bureaucratic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_bureaucratic_desc } } if = { limit = { exists = scope:character.house NOT = { scope:character.house = { any_house_member = { count >= 3 has_relation_friend = scope:character } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = house_friends_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_strong_kinship } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } } tradition_amharic_highlanders = { #Ethiopian Unique Tradition, replaces hill dwellers, Unlocks MAA innovation & Castration category = realm layers = { 0 = steward 1 = mena 4 = mountain.dds } is_shown = { NOT = { has_cultural_tradition = tradition_hill_dwellers } OR = { this = culture:ethiopian any_parent_culture_or_above = { this = culture:ethiopian } } } can_pick = { NOT = { has_cultural_tradition = tradition_hill_dwellers } OR = { this = culture:ethiopian any_parent_culture_or_above = { this = culture:ethiopian } } custom_description = { text = culture_in_hills_desc any_culture_county = { any_county_province = { terrain = hills } } } } parameters = { unlock_sarawit_innovation = yes can_castrate_prisoners = yes hill_farms_building_bonuses = yes } county_modifier = { hills_development_growth_factor = 0.2 } province_modifier = { hills_construction_gold_cost = -0.1 hills_holding_construction_gold_cost = -0.1 } character_modifier = { hills_advantage = 5 hills_travel_danger = hills_high_danger_reduction mountains_travel_danger = mountains_low_danger_reduction desert_mountains_travel_danger = desert_mountains_low_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = hills } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = hill_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_amharic_highlanders } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { terrain = hills } } } } } multiply = 0 } } } tradition_polders = { #Dutch Unique Tradition, bonuses to buildings along coastline, Unlocks MAA innovation category = realm layers = { 0 = steward 1 = mena 4 = svamp.dds } is_shown = { OR = { this = culture:dutch any_parent_culture_or_above = { this = culture:dutch } } } can_pick = { OR = { this = culture:dutch any_parent_culture_or_above = { this = culture:dutch } } custom_description = { text = culture_on_coast_desc any_culture_county = { any_county_province = { is_coastal = yes } } } } parameters = { unlock_adaptive_militia_innovation = yes coastal_agriculture_building_bonuses = yes coastal_holding_bonuses = yes } character_modifier = { skirmishers_damage_mult = 0.2 skirmishers_screen_mult = 0.2 coastal_sea_travel_danger = low_sea_danger_reduction wetlands_travel_danger = wetlands_medium_danger_reduction floodplains_travel_danger = floodplains_medium_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_bureaucratic_or_stoic_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { is_coastal = yes } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = coastal_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_polders } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.3 any_county_province = { is_coastal = yes } } } } } multiply = 0 } if = { limit = { scope:character = { any_sub_realm_county = { percent >= 0.6 any_county_province = { is_coastal = yes } } } } multiply = 3 } } } tradition_caucasian_wolves = { category = regional layers = { 0 = steward 1 = mena 4 = mountain.dds } #For Georgians this replaces the Mountaineers tradition is_shown = { OR = { this = culture:georgian any_parent_culture_or_above = { this = culture:georgian } } NOR = { has_cultural_tradition = tradition_mountaineers has_cultural_tradition = tradition_horn_mountain_skirmishing } } can_pick = { custom_description = { text = culture_in_mountains_desc any_culture_county = { any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } parameters = { unlock_maa_monaspa = yes rough_terrain_expert_trait_more_common = yes mountain_trait_bonuses = yes can_recruit_mountain_specialist = yes } province_modifier = { mountains_levy_size = 0.1 desert_mountains_levy_size = 0.1 mountains_supply_limit_mult = 0.25 desert_mountains_supply_limit_mult = 0.25 } character_modifier = { mountains_travel_danger = mountains_medium_danger_reduction desert_mountains_travel_danger = desert_mountains_medium_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = mountain_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_caucasian_wolves } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 1000 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } } multiply = 0 } } } tradition_hird = { category = regional layers = { 0 = martial 1 = mena 4 = viking.dds } is_shown = { #Replaces Warrior Culture NOR = { has_cultural_tradition = tradition_warrior_culture has_cultural_tradition = tradition_fp1_coastal_warriors } OR = { AND = { has_cultural_pillar = heritage_north_germanic has_fp1_dlc_trigger = no } any_parent_culture_or_above = { OR = { this = culture:old_saxon this = culture:norse #For instance Norman culture } } } } can_pick = { culture_not_pacifistic_trigger = yes scope:character = { government_has_flag = government_is_tribal } } parameters = { unlock_maa_huscarls = yes strong_traits_more_valued = yes strong_traits_more_common = yes weak_traits_looked_down_upon = yes rowdy_trait_more_common = yes pensive_trait_less_common = yes cultrad_unlocks_t2_redouble_guards = yes unlock_voluntary_laampdom = yes more_likely_to_be_laamps = yes } character_modifier = { cultural_head_fascination_mult = -0.05 knight_limit = 1 prowess = 2 ai_boldness = 25 accolade_glory_gain_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_spiritual_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NOT = { any_ruler = { count >= 3 culture = prev primary_title.tier >= tier_county OR = { has_trait = strong has_trait = physique_good } } } } trigger_else = { always = no } } add = { value = tradition_unfulfilled_criteria_penalty desc = strong_rulers_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_hird } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { culture_pillar:ethos_bellicose = { is_in_list = traits } } } multiply = 0 } } } tradition_chanson_de_geste = { #Replaces Martial Admiration category = regional layers = { 0 = martial 1 = indian 4 = knight.dds } is_shown = { has_cultural_pillar = heritage_frankish NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_futuwaa has_cultural_tradition = tradition_druzhina has_cultural_tradition = tradition_martial_admiration } } can_pick = { has_cultural_pillar = heritage_frankish NOR = { #Replaces Martial Admiration has_cultural_tradition = tradition_futuwaa has_cultural_tradition = tradition_druzhina has_cultural_tradition = tradition_martial_admiration } } parameters = { unlock_valets_innovation = yes poet_trait_gives_bonuses = yes poet_trait_more_common = yes martial_education_more_valued = yes prowess_traits_more_valued = yes blademaster_trait_bonuses = yes craven_and_content_traits_looked_down_upon = yes knights_slightly_more_prone_to_injury = yes can_duel_rivals = yes can_host_joust_contests = yes knight_errant_trait_bonuses = yes } character_modifier = { knight_limit = 2 negate_prowess_penalty_add = 5 # Wounded knights fight better! accolade_glory_gain_mult = 0.2 owned_legend_spread_mult = 0.05 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_courtly_desc } } if = { limit = { NOT = { scope:character = { any_knight = { count >= 6 prowess >= 12 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = knights_with_prowess_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_chanson_de_geste } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 } }