393 lines
7.6 KiB
Text
393 lines
7.6 KiB
Text
#######################
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# CULTURAL TRADITIONS #
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#######################
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######################
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# MPO Traditions #
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######################
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tradition_mpo_iron_cavalry = {
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category = regional
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layers = {
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0 = martial
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1 = mediterranean
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4 = iron_cavalry.dds
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}
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is_shown = {
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has_mpo_dlc_trigger = yes
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OR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_magyar
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scope:character = {
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mpo_can_recruit_nomad_maa_trigger = yes
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}
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}
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}
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can_pick = {
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culture_not_pacifistic_trigger = yes
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custom_tooltip = {
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text = culture_head_archer_cavalry_desc
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scope:character = {
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max_number_maa_soldiers_of_base_type = {
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type = archer_cavalry
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value >= 600
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}
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}
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}
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trigger_if = {
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limit = {
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scope:character = { government_has_flag = government_is_nomadic }
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}
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scope:character.domicile ?= {
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has_domicile_building_or_higher = paiza_metal_trade_yurt_01
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}
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}
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trigger_else = {
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scope:character = {
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has_trait = nomadic_philosophy
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}
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}
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}
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parameters = {
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unlock_maa_cataphract_archers = yes
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martial_traits_give_out_hcav_bonus = yes
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metalworkers_internal_yurt_unlock = yes
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}
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character_modifier = {
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heavy_cavalry_toughness_mult = 0.2
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archer_cavalry_toughness_mult = 0.2
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light_cavalry_toughness_mult = 0.1
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herd_conversion = -0.01
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}
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cost = {
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prestige = {
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add = {
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value = tradition_base_cost
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multiply = 4
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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if = {
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limit = {
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culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_iron_cavalry }
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}
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multiply = {
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value = 0.5
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desc = inspired_by_culture_desc
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 200
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if = {
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limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
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OR = {
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has_innovation = innovation_war_camels
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has_innovation = innovation_elephantry
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}
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}
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multiply = 0.4
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}
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else_if = {
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limit = {
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scope:character ?= {
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ai_has_warlike_personality = yes
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}
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}
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multiply = 4
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}
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}
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}
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tradition_mpo_wolves_of_the_deep_steppe = {
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category = regional
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layers = {
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0 = martial
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1 = mena
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4 = wolves_of_the_deep_steppe.dds
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}
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is_shown = {
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has_mpo_dlc_trigger = yes
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OR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_magyar
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scope:character = {
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mpo_can_recruit_nomad_maa_trigger = yes
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}
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}
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}
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can_pick = {
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culture_not_pacifistic_trigger = yes
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scope:character = {
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government_has_flag = government_is_nomadic
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}
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}
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parameters = {
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unlock_maa_mangudai = yes
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}
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character_modifier = {
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prowess = 4
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herd_capacity_mult = 0.2
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herd_conversion = 0.01
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nomadic_horde_damage_mult = 0.1
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nomadic_horde_pursuit_mult = 0.1
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archer_cavalry_damage_mult = 0.15
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archer_cavalry_pursuit_mult = 0.2
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mountains_fertility_growth_mult = medium_culture_county_fertility_value_mult
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mountains_travel_danger = mountains_medium_danger_reduction
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hills_travel_danger = hills_medium_danger_reduction
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}
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cost = {
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prestige = {
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add = {
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value = tradition_base_cost
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multiply = 4
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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if = {
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limit = {
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has_cultural_pillar = heritage_mongolic
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}
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multiply = {
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value = 0.5
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desc = heritage_mongolic_name
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}
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}
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if = {
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limit = {
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culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_wolves_of_the_deep_steppe }
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}
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multiply = {
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value = 0.5
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desc = inspired_by_culture_desc
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 200
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if = {
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limit = { # Reduce chance slightly if the culture has access to other "cavalry" types
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OR = {
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has_innovation = innovation_war_camels
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has_innovation = innovation_elephantry
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}
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}
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multiply = 0.4
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}
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else_if = {
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limit = {
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scope:character ?= {
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ai_has_warlike_personality = yes
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}
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}
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multiply = 4
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}
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}
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}
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tradition_devoted_horsemanship = {
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category = regional
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layers = {
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0 = martial
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1 = mena
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4 = horses.dds
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}
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is_shown = {
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OR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_magyar
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scope:character = {
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mpo_can_recruit_nomad_maa_trigger = yes
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}
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}
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}
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can_pick = {
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OR = {
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has_cultural_pillar = heritage_mongolic
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has_cultural_pillar = heritage_turkic
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has_cultural_pillar = heritage_magyar
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scope:character = {
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mpo_can_recruit_nomad_maa_trigger = yes
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}
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scope:character = {
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has_trait = nomadic_philosophy
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}
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}
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}
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parameters = {
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unlock_maa_horse_archers = yes
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can_recruit_open_specialist = yes
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unlock_horse_pastures_building = yes
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unlock_voluntary_laampdom = yes
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stewardship_traits_give_out_cav_bonus = yes
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unlock_maa_tarkhan = yes
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}
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character_modifier = {
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movement_speed = 0.1
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character_travel_speed_mult = 0.2
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movement_speed_land_raiding = 0.2
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}
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cost = {
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prestige = {
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add = {
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value = tradition_base_cost
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multiply = 2
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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if = {
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limit = {
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NOR = {
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culture_pillar:ethos_bellicose = { is_in_list = traits }
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culture_pillar:ethos_communal = { is_in_list = traits }
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}
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}
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add = {
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value = tradition_incompatible_ethos_penalty
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desc = not_bellicose_or_communal_desc
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}
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}
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if = {
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limit = {
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culture_tradition_reduction_trigger = { TRADITION = tradition_devoted_horsemanship }
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}
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multiply = {
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value = 0.5
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desc = inspired_by_culture_desc
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 400
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}
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}
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tradition_mpo_northern_tribes = {
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category = regional
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layers = {
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0 = steward
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1 = western
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4 = northern_tribes.dds
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}
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can_pick_for_hybridization = {
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custom_tooltip = {
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text = cannot_hybridize_northern_tribes
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always = no
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}
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}
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is_shown = {
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has_mpo_dlc_trigger = yes
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any_culture_county = {
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OR = {
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has_county_modifier = mpo_siberian_permafrost_modifier
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has_county_modifier = mpo_siberian_permafrost_modifier_bad
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}
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}
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}
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can_pick = {
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any_culture_county = {
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percent >= 0.2
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has_county_modifier = mpo_siberian_permafrost_modifier_bad
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}
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}
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parameters = {
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unlock_maa_maturkan_warriors = yes
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permafrost_modifier_mechanic = yes
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permafrost_modifier_removal_condition = yes
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permafrost_unlock_tribal_building = yes
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permafrost_cannot_become_feudal = yes
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}
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character_modifier = {
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taiga_advantage = 4
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winter_advantage = 4
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taiga_travel_danger = taiga_medium_danger_reduction
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hills_travel_danger = hills_medium_danger_reduction
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taiga_construction_gold_cost = -0.2
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forest_construction_gold_cost = -0.2
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}
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cost = {
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prestige = {
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add = {
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value = tradition_base_cost
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multiply = 2
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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if = {
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limit = {
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culture_tradition_reduction_trigger = { TRADITION = tradition_mpo_northern_tribes }
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}
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multiply = {
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value = 0.5
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desc = inspired_by_culture_desc
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}
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}
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if = {
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limit = {
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NOT = {
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any_culture_county = {
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percent >= 0.5
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OR = {
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has_county_modifier = mpo_siberian_permafrost_modifier
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has_county_modifier = mpo_siberian_permafrost_modifier_bad
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}
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}
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}
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}
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add = {
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value = tradition_unfulfilled_criteria_penalty
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desc = mpo_northern_tribes_percentage_desc
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}
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 0 #ai either has it on game start or should not pursue it
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}
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}
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