N3OW/common/culture/traditions/09_mpo_traditions.txt
2025-05-29 19:25:24 +01:00

393 lines
7.6 KiB
Text

#######################
# 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
}
}