143 lines
5.7 KiB
Text
143 lines
5.7 KiB
Text
##############################################################
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# Structure
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#
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# Culture Innovations are templates for technologies bound to an era and possibly to cultural/regional requirements.
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# These files generate the CultureInnovationType database. You can also interact with Culture Innovation Types as scoped objects, usually within the scope of a Culture.
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# Cultures gradually unlock Innovations based on era and the skills of its Culture Head.
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##############################################################
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# Key of the innovation
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# This will also serve as fallback localization key: the generic innovation will use its key as loc key for the name, and append "_desc" to generate the loc key for its description.
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name_of_culture_innovation = {
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# key to the cultural era this innovation belongs, e.g. culture_era_early_medieval. Refer to 00_culture_eras.txt for a list of available eras.
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culture_era = key
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# Innovation group. Can be: culture_group_military, culture_group_civic or culture_group_regional.
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group = group_name
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# Path to the default icon to show. If not set will use the default icon defined in NGameIcons::DEFAULT_CULTURE_INNOVATION_TYPE_ICON_PATH
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icon = path
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# The Skill the Head of Culture will use to compute fascination bonuses. Can be one of:
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# * learning
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# * martial
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# * stewardship
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# * diplomacy
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# * intrigue
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# Set to learning by default.
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skill = skill_name
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# the weight that will be used to randomly pick the innovation when selecting Spread (for AI Culture Heads)
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# root = the culture head evaluating this innovation
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ai_weight_for_spread = {
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value = 1
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if = {
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limit = {
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has_trait = education_martial
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}
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add = 100
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}
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}
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# root = culture
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# scope:character = cultural head
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ai_weight_for_fascination = {
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value = blah
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scope:character = {}
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}
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# Optional list of triggered assets. The innovation, when possible, will take the first asset that satisfies its trigger and use its members to style its name and icon.
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# This style is calculated on startup or when a new culture is created and then never updated.
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# When dealing with generic innovation types (that are not directly tied to a culture) this mechanism is not active.
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# The order of definition of the assets matters: put higher priority assets first.
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asset = {
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# culture-scoped trigger for deciding whether a culture is supposed to use this asset.
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# please base this trigger on static data related to the culture, like aesthetics or heritage.
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# We don't guarantee that the game is in a fully completed state during evaluation.
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trigger = {}
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# the base loc key to use in this case. optional, but at least one between name and icon must be defined.
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name = culture_specific_name
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# the icon to use in this case. optional, but at least one between name and icon must be defined.
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icon = path_to_culture_specific_icon
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}
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# Optional key of the region where this innovation can start getting base progress.
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# If defined, the culture needs to be present in a minimum number of provinces in this region in order to be eligible.
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# Empty means anywhere.
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region = key
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# 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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potential = {}
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# To check if it can start being exposed. Scope: culture Default: always = yes
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can_progress = {}
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# Modifiers of this culture innovation. This will be applied to the characters of that cuture.
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character_modifier = {}
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# Modifier of this culture innovation applied to the culture itself.
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culture_modifier = {}
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# Modifier of this culture innovation applied to counties of the culture.
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county_modifier = {}
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# Modifier of this culture innovation applied to provinces in a county of the culture.
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province_modifier = {}
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# optionally add parameters to the innovation. They are defined in the same way as traits and traditions, and can be queried via script triggers.
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parameters = {
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# Only boolean parameters are currently supported
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parameter_name = yes/no
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}
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# Optional flag, relevant for the has_all_innovations trigger. Can list any number of flags for each innovation.
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flag = flag_name
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# 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 manlually blocked on the object itself.
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unlock_building = key
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# 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 manlually blocked on the object itself.
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unlock_decision = key
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# 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 manually blocked on the object itself.
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unlock_casus_belli = key
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# key of a regiment that can be unlocked. There can be more than one. Actually does unlock the MaA.
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unlock_maa = key
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# 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 manually blocked on the object itself.
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unlock_law = key
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# A custom effect description that will be added to the list of effects. You can specify more than one.
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custom = loc_key
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# Optional upgrades to existing MaA. You can specify more than one.
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maa_upgrade = {
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# The base MaA type to upgrade
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type = cavalry
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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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### Innovation flags:
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# flag = global_maa
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# flag = global_regular
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# flag = tribal_era_regular
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# flag = early_medieval_era_regular
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# flag = high_medieval_era_regular
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# flag = late_medieval_era_regular
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#
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# flag = global_regional
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# flag = tribal_era_regional
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# flag = early_medieval_era_regional
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# flag = high_medieval_era_regional
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# flag = late_medieval_era_regional
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#
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# flag = silk_road_innovation
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