####################### # CULTURAL TRADITIONS # ####################### ###################### # EP3 Traditions # ###################### tradition_ep3_indomitable_azatani = { category = regional layers = { 0 = martial 1 = mena 4 = indomitable_azatani.dds } is_shown = { OR = { this = culture:armenian any_parent_culture_or_above = { this = culture:armenian } } # DLC check. has_ep3_dlc_trigger = yes NOT = { has_cultural_tradition = tradition_horse_breeder } } can_pick = { culture_not_pacifistic_trigger = yes trigger_if = { limit = { OR = { NOT = { exists = scope:replacing } NOT = { scope:replacing = culture_tradition:tradition_horse_breeder } } } NOT = { has_cultural_tradition = tradition_horse_breeder } #To prevent stacking after hybridization } } parameters = { unlock_maa_ayrudzi = yes house_hostility_more_common = yes vassals_more_likely_to_refuse_demands = yes } character_modifier = { light_cavalry_maintenance_mult = -0.15 heavy_cavalry_maintenance_mult = -0.15 archer_cavalry_maintenance_mult = -0.15 light_cavalry_damage_mult = 0.2 heavy_cavalry_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_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 = { scope:character = { NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry number_maa_soldiers_of_base_type = { type = light_cavalry value >= 800 } number_maa_soldiers_of_base_type = { type = heavy_cavalry value >= 400 } number_maa_soldiers_of_base_type = { type = archer_cavalry value >= 800 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_cavalry_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_indomitable_azatani } } 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_ep3_audacious_cadets = { category = regional layers = { 0 = martial 1 = western 4 = audacious_cadets.dds } is_shown = { OR = { this = culture:norman any_parent_culture_or_above = { this = culture:norman } } # DLC check. has_ep3_dlc_trigger = yes NOT = { has_cultural_tradition = tradition_swords_for_hire } } can_pick = { culture_not_pacifistic_trigger = yes trigger_if = { limit = { OR = { NOT = { exists = scope:replacing } NOT = { scope:replacing = culture_tradition:tradition_swords_for_hire } } } NOT = { has_cultural_tradition = tradition_swords_for_hire } #To prevent stacking after hybridization } } parameters = { unlock_maa_conrois = yes unlock_voluntary_laampdom = yes much_more_likely_to_be_laamps = yes ambitious_trait_more_common = yes wanderers_gain_extra_combat_skills = yes mercenary_courtiers_gain_extra_skills = yes more_likely_to_leave_court = yes } character_modifier = { heavy_cavalry_damage_mult = 0.2 heavy_cavalry_pursuit_mult = 0.2 heavy_cavalry_max_size_add = 2 siege_phase_time = -0.1 ai_honor = -20 ai_war_chance = 0.5 ai_war_cooldown = -0.25 same_culture_mercenary_hire_cost_mult = -0.15 character_travel_speed_mult = 0.1 character_travel_safety_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_bellicose = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_desc } } if = { limit = { scope:character = { NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry number_maa_soldiers_of_base_type = { type = heavy_cavalry value >= 400 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_heavy_cavalry_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_audacious_cadets } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { NOT = { culture_has_heavy_cavalry_maa = yes } } multiply = 0.25 } else_if = { limit = { scope:character ?= { ai_has_warlike_personality = yes } } multiply = 4 } } } tradition_ep3_imperial_tagmata = { category = regional layers = { 0 = martial 1 = mediterranean 4 = imperial_tagmata.dds } is_shown = { OR = { this = culture:greek any_parent_culture_or_above = { this = culture:greek } has_cultural_pillar = heritage_byzantine } # DLC check. has_ep3_dlc_trigger = yes NOT = { has_cultural_tradition = tradition_roman_legacy } } can_pick = { } parameters = { unlock_maa_cataphract = yes unlock_maa_akritai = yes unlock_maa_ballistrai = yes unlock_maa_skoutatoi = yes frontier_themes_borrow_neighbor_troops = yes } character_modifier = { heavy_cavalry_max_size_add = 2 counter_efficiency = 0.1 knight_effectiveness_mult = -0.25 men_at_arms_title_limit = 1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_bellicose = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_or_bureaucratic_desc } } if = { limit = { NOT = { scope:character = { any_held_title = { tier = tier_county count >= 8 any_county_province = { has_building_or_higher = stables_01 } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = domain_counties_with_stables_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_imperial_tagmata } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { # Admin should be more into this scope:character = { government_has_flag = government_is_administrative } } multiply = 2 } else_if = { limit = { scope:character ?= { ai_has_warlike_personality = yes } } multiply = 4 } } } tradition_ep3_roman_ceremonies = { category = regional layers = { 0 = diplo 1 = mediterranean 4 = roman_ceremonies.dds } is_shown = { OR = { this = culture:greek any_parent_culture_or_above = { this = culture:greek } has_cultural_pillar = heritage_byzantine scope:character = { OR = { has_title = title:e_byzantium has_title = title:e_roman_empire } } } # DLC check. has_ep3_dlc_trigger = yes NOT = { has_cultural_tradition = tradition_byzantine_succession } } can_pick = { } parameters = { holds_triumphs = yes hosts_chariot_races = yes children_can_be_born_in_the_purple = yes # We use the co-emperors parameter for most things... unlock_co_emperors = yes # ... which means the junior emperor parameter is _mostly_ just here for the loc. unlock_junior_emperors = yes #byzantine_faction_preffered_claimants = yes } county_modifier = { county_opinion_add = -10 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bureaucratic_courtly_or_egalitarian_desc } } if = { limit = { NOT = { any_culture_county = { count >= 50 any_county_province = { geographical_region = custom_eastern_roman_empire } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_roman_empire_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_roman_ceremonies } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { # Admin should be more into this scope:character = { government_has_flag = government_is_administrative } } multiply = 2 } } } tradition_ep3_palace_politics = { category = regional layers = { 0 = intrigue 1 = mediterranean 4 = palace_politics.dds } is_shown = { OR = { this = culture:greek any_parent_culture_or_above = { this = culture:greek } has_cultural_pillar = heritage_byzantine scope:character = { OR = { has_title = title:e_byzantium has_title = title:e_roman_empire } } } # DLC check. has_ep3_dlc_trigger = yes NOT = { has_cultural_tradition = tradition_byzantine_succession } } can_pick = { custom_tooltip = { text = cannot_have_tradition_court_eunuchs NOT = { culture_tradition:tradition_court_eunuchs = { is_in_list = traits } } } custom_tooltip = { text = cannot_have_tradition_merciful_blindings NOT = { culture_tradition:tradition_merciful_blindings = { is_in_list = traits } } } } parameters = { unlock_maa_varangian_guards = yes unlock_akolouthos = yes reduced_bodyguard_aptitude = yes can_blind_prisoners = yes can_castrate_prisoners = yes eunuch_trait_bonuses = yes can_appoint_chief_eunuch = yes family_castration = yes ambitious_trait_more_common = yes physical_disfigurement_blocks_inheritance = yes #Actually only blocks claimants and reduce score in elective. Also includes infertility for tooltip reasons. cultrad_unlocks_t2_countermeasures = yes palace_politics_trait_bonuses = yes palace_politics_trait_maluses = yes } character_modifier = { monthly_court_grandeur_change_mult = 0.2 political_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value personal_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bureaucratic_courtly_or_spiritual_desc } } if = { limit = { has_dlc_feature = royal_court OR = { scope:character = { has_royal_court = no } NOT = { scope:character = { court_grandeur_current_level >= very_high_court_grandeur_level } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_head_court_grandeur_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_palace_politics } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { # Admin should be more into this scope:character = { government_has_flag = government_is_administrative } } multiply = 2 } } } tradition_ep3_cultivated_sophistication = { category = societal layers = { 0 = learning 1 = mediterranean 4 = cultivated_sophistication.dds } is_shown = { # DLC check. has_ep3_dlc_trigger = yes } can_pick = { custom_tooltip = { text = must_have_administrative_government_tt scope:character = { government_has_flag = government_is_administrative } } } parameters = { less_likely_to_culture_convert = yes other_cultures_more_likely_to_hybridize = yes estate_building_upgrade_development_gain = yes allows_noble_family_adoption = yes } character_modifier = { monthly_influence_mult = 0.1 diplomatic_range_mult = 0.2 cultural_head_fascination_mult = -0.10 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bureaucratic_courtly_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { exists = capital_county capital_county = { tier = tier_county development_level >= 30 } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = capital_province_development_level_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ep3_cultivated_sophistication } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { # Admin should be more into this OR = { this = culture:greek any_parent_culture_or_above = { this = culture:greek } has_cultural_pillar = heritage_byzantine } } multiply = 2 } } }