N3OW/common/buildings/00_tribal_buildings.txt
2024-11-17 22:06:16 +00:00

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