510 lines
13 KiB
Text
510 lines
13 KiB
Text
@holding_illustration_arid = "gfx/interface/illustrations/holding_types/tribe_arid.dds"
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@holding_illustration_grass = "gfx/interface/illustrations/holding_types/tribe_grass.dds"
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# Tribal Hold
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tribe_01 = {
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construction_time = slow_construction_time
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asset = {
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type = pdxmesh
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names = {
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building_western_tribal_01_a_mesh
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}
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_mena_tribal_01_a_mesh"
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}
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graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_steppe_tribal_01_a_mesh"
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}
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graphical_cultures = { steppe_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_india_tribal_01_a_mesh"
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}
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graphical_cultures = { indian_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_african_tribal_01_a_mesh"
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}
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graphical_cultures = { african_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"fp1_building_norse_tribal_mesh"
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}
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requires_dlc_flag = the_northern_lords
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graphical_cultures = { norse_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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always = no #Tribes are set at game start.
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}
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cost_prestige = expensive_building_tier_3_cost
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cost_gold = expensive_building_tier_1_cost
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next_building = tribe_02
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levy = normal_building_levy_tier_3
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max_garrison = good_building_max_garrison_tier_1
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garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
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province_modifier = {
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monthly_income = poor_building_tax_tier_1
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fort_level = 1
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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}
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province_terrain_modifier = {
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parameter = tribal_holding_fort_level_in_jungle_bonus
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terrain = jungle
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additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
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}
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province_terrain_modifier = {
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parameter = coastal_holdings_give_defensive_bonus
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is_coastal = yes
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defender_holding_advantage = 2
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}
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province_culture_modifier = {
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parameter = tribal_holding_stationed_bonus
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stationed_maa_damage_mult = normal_maa_damage_tier_1
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stationed_maa_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = tribe_02
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type_icon = "icon_building_longhouses.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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}
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}
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tribe_02 = {
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construction_time = slow_construction_time
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asset = {
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type = pdxmesh
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names = {
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building_western_tribal_01_a_mesh
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}
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_mena_tribal_01_a_mesh"
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}
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graphical_cultures = { arabic_group_building_gfx berber_group_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_steppe_tribal_01_a_mesh"
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}
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graphical_cultures = { steppe_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_india_tribal_01_a_mesh"
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}
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graphical_cultures = { indian_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"building_african_tribal_01_a_mesh"
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}
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graphical_cultures = { african_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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asset = {
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type = pdxmesh
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names = {
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"fp1_building_norse_tribal_mesh"
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}
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requires_dlc_flag = the_northern_lords
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graphical_cultures = { norse_building_gfx }
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illustration = @holding_illustration_grass
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soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/tribal_city" soundparameter = { "Tier" = 0 } }
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}
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_plenary_assemblies }
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}
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}
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cost_prestige = expensive_building_tier_3_cost
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cost_gold = expensive_building_tier_1_cost
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levy = normal_building_levy_tier_5
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max_garrison = good_building_max_garrison_tier_2
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garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
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province_modifier = {
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monthly_income = poor_building_tax_tier_3
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fort_level = 2
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stationed_maa_damage_mult = normal_maa_damage_tier_4
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stationed_maa_toughness_mult = normal_maa_toughness_tier_4
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}
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province_terrain_modifier = {
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parameter = tribal_holding_fort_level_in_jungle_bonus
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terrain = jungle
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additional_fort_level = tribal_holding_fort_level_in_jungle_bonus_value
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}
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province_terrain_modifier = {
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parameter = coastal_holdings_give_defensive_bonus
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is_coastal = yes
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defender_holding_advantage = 3
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}
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province_culture_modifier = {
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parameter = tribal_holding_stationed_bonus
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stationed_maa_damage_mult = normal_maa_damage_tier_2
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stationed_maa_toughness_mult = normal_maa_toughness_tier_2
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}
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ai_value = {
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base = 1
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}
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}
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longhouses_01 = {
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construction_time = slow_construction_time
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effect_desc = longhouses_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = normal_building_levy_tier_1
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character_modifier = {
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monthly_prestige = 0.25
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.2
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}
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next_building = longhouses_02
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type_icon = "icon_building_longhouses.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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longhouses_02 = {
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construction_time = slow_construction_time
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effect_desc = longhouses_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_barracks }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = normal_building_levy_tier_2
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character_modifier = {
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monthly_prestige = 0.5
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}
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county_modifier = {
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monthly_county_control_growth_add = 0.4
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}
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ai_value = {
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base = 1
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directive_to_build_military_modifier = yes
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}
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}
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# War Camps
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war_camps_01 = {
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construction_time = slow_construction_time
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effect_desc = tournament_cost_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = excellent_building_levy_tier_1
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character_modifier = {
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knight_limit = 1
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knight_effectiveness_mult = 0.1
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}
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province_modifier = {
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stationed_skirmishers_damage_mult = high_maa_damage_tier_1
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stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_1
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stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
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stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_1
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stationed_archer_cavalry_damage_mult = high_maa_damage_tier_1
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stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = war_camps_02
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type_icon = "icon_building_warcamps.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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war_camps_02 = {
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construction_time = slow_construction_time
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effect_desc = tournament_cost_effect_desc
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_barracks }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = excellent_building_levy_tier_2
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character_modifier = {
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knight_limit = 2
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knight_effectiveness_mult = 0.2
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}
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province_modifier = {
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stationed_skirmishers_damage_mult = high_maa_damage_tier_2
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stationed_skirmishers_toughness_mult = normal_maa_toughness_tier_2
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stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
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stationed_heavy_infantry_toughness_mult = normal_maa_toughness_tier_2
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stationed_archer_cavalry_damage_mult = high_maa_damage_tier_2
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stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
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}
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character_culture_modifier = {
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parameter = strength_in_numbers_maa_limit_bonus
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men_at_arms_limit = 1
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}
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ai_value = {
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base = 1
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directive_to_build_military_modifier = yes
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}
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}
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# Palisades
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palisades_01 = {
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construction_time = standard_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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levy = normal_building_levy_tier_1
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max_garrison = normal_building_max_garrison_tier_1
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_1
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fort_level = normal_building_fort_level_tier_1
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}
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province_modifier = {
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stationed_archers_damage_mult = high_maa_damage_tier_1
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stationed_archers_toughness_mult = normal_maa_toughness_tier_1
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stationed_pikemen_damage_mult = high_maa_damage_tier_1
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stationed_pikemen_toughness_mult = normal_maa_toughness_tier_1
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}
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next_building = palisades_02
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type_icon = "icon_building_palisades.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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palisades_02 = {
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construction_time = standard_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_motte }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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levy = normal_building_levy_tier_2
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max_garrison = normal_building_max_garrison_tier_2
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province_modifier = {
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defender_holding_advantage = normal_building_advantage_tier_2
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fort_level = normal_building_fort_level_tier_2
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}
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province_modifier = {
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stationed_archers_damage_mult = high_maa_damage_tier_2
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stationed_archers_toughness_mult = normal_maa_toughness_tier_2
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stationed_pikemen_damage_mult = high_maa_damage_tier_2
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stationed_pikemen_toughness_mult = normal_maa_toughness_tier_2
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}
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ai_value = {
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base = 1
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directive_to_build_military_modifier = yes
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}
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}
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# Market Villages
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market_villages_01 = {
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construction_time = quick_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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cost_prestige = expensive_building_tier_1_cost
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cost_gold = tribal_building_tier_1_cost
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province_modifier = {
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monthly_income = poor_building_tax_tier_2
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supply_limit = 500
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}
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next_building = market_villages_02
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type_icon = "icon_building_market_villages.dds"
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ai_value = {
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base = 1
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ai_tier_1_building_modifier = yes
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directive_to_build_economy_modifier = yes
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}
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}
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market_villages_02 = {
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construction_time = quick_construction_time
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is_enabled = {
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building_requirement_tribal = yes
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}
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can_construct_potential = {
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has_building_or_higher = tribe_01
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}
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can_construct_showing_failures_only = {
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scope:holder = {
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culture = { has_innovation = innovation_city_planning }
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}
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}
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cost_prestige = expensive_building_tier_2_cost
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cost_gold = tribal_building_tier_2_cost
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province_modifier = {
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monthly_income = poor_building_tax_tier_4
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supply_limit = 1000
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}
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ai_value = {
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base = 1
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directive_to_build_economy_modifier = yes
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}
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}
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