32 lines
2.4 KiB
Text
32 lines
2.4 KiB
Text
name_of_culture_innovation = { # Key to the name
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culture_era = key # key to the cultural era this innovation belongs.
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group = group_name # Innovation group. Can be: culture_group_military, culture_group_civic or culture_group_regional.
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icon = path # Path to the icon to show. If not set will use the default icon defined in NGameIcons::DEFAULT_CULTURE_INNOVATION_TYPE_ICON_PATH
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region = key # Region where this innovation can start getting base progress. Empty means anywhere.
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potential = {} # Trigger to check if it can be unlocked by the culture. In contrast to can_progress it will be hidden otherwise. Scope: culture Default: always = yes
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can_progress = {} # To check if it can start being exposed. Scope: culture Default: always = yes
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character_modifier = {} # Modifiers of this culture innovation. This will be applied to the characters of that cuture.
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culture_modifier = {} # Modifier of this culture innovation applied to the culture itself.
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county_modifier = {} # Modifier of this culture innovation applied to counties of the culture.
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province_modifier = {} # Modifier of this culture innovation applied to provinces in a county of the culture.
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flag = flag_name # Optional flag, relevant for the has_all_innovations trigger. Can list any number of flags for each innovation.
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unlock_building = key # key of a building that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_decision = key # key of a decicion that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_casus_belli = key # key of a casus belli that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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unlock_maa = key # key of a regiment that can be unlocked. There can be more than one. Actually does unlock the MaA.
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unlock_law = key # key of a law that can be unlocked. There can be more than one. This is only to show on the tooltip, it has to be maulually blocked on the object itself.
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custom = loc_key # A custom effect description that will be added to the list of effects
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maa_upgrade = {
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type = cavalry # The base MaA type to upgrade
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damage = 0.1
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toughness = 0.1
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pursue = 0.1
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screen = 0.1
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siege_value = 0.1
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max_size = 1
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}
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}
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