N3OW/common/culture/traditions/00_combat_traditions.txt

2495 lines
46 KiB
Text

##############################
# COMBAT CULTURAL TRADITIONS #
##############################
tradition_winter_warriors = {
category = combat
layers = {
0 = learning
1 = western
4 = fight.dds
}
can_pick = {
culture_not_pacifistic_trigger = yes
culture_in_winter_geographical_region_trigger = yes
}
parameters = {
winter_soldier_trait_more_common = yes
winter_trait_bonuses = yes
can_recruit_winter_specialist = yes
resistant_to_winter_privation = yes
}
character_modifier = {
taiga_travel_danger = taiga_low_danger_reduction
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
OR = {
geographical_region = world_europe_north
geographical_region = world_europe_west
geographical_region = world_europe_east
geographical_region = world_steppe
geographical_region = world_tibet
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = winter_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.3
culture = scope:character.culture
any_county_province = {
OR = {
geographical_region = world_europe_north
geographical_region = world_europe_west
geographical_region = world_europe_east
geographical_region = world_steppe
geographical_region = world_tibet
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_forest_fighters = {
category = combat
layers = {
0 = martial
1 = western
4 = forest.dds
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_forest_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
parameters = {
forest_fighter_trait_more_common = yes
forest_trait_bonuses = yes
can_recruit_forest_specialist = yes
}
character_modifier = {
forest_travel_danger = forest_low_danger_reduction
taiga_travel_danger = taiga_low_danger_reduction
}
province_modifier = {
forest_levy_size = 0.1
taiga_levy_size = 0.1
forest_supply_limit_mult = 0.25
taiga_supply_limit_mult = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = forest_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
}
multiply = 0
}
else_if = {
limit = {
any_culture_county = {
percent >= 0.6
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
multiply = 2
}
}
}
tradition_mountaineers = {
category = combat
layers = {
0 = martial
1 = western
4 = mountain.dds
}
is_shown = { #Replaced by Horn Mountain Skirmishing & Caucasian Wolves
NOR = {
has_cultural_pillar = heritage_somalian
has_cultural_pillar = heritage_east_african
this = culture:georgian
any_parent_culture_or_above = {
this = culture:georgian
}
has_cultural_tradition = tradition_caucasian_wolves
has_cultural_tradition = tradition_horn_mountain_skirmishing
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_mountains_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
parameters = {
rough_terrain_expert_trait_more_common = yes
mountain_trait_bonuses = yes
can_recruit_mountain_specialist = yes
resistant_to_mountain_privation = yes
}
character_modifier = {
mountains_travel_danger = mountains_low_danger_reduction
desert_mountains_travel_danger = desert_mountains_low_danger_reduction
}
province_modifier = {
mountains_levy_size = 0.1
desert_mountains_levy_size = 0.1
mountains_supply_limit_mult = 0.25
desert_mountains_supply_limit_mult = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = mountain_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
}
multiply = 0
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.6
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
multiply = 6
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.4
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
multiply = 2
}
}
}
tradition_warriors_of_the_dry = {
category = combat
layers = {
0 = martial
1 = mena
4 = desert.dds
}
is_shown = { #Replaced by Mubarizuns
NOT = { has_cultural_pillar = heritage_arabic }
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_dryland_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
NOT = { has_cultural_tradition = tradition_mubarizuns } #To prevent stacking after hybridization
}
parameters = {
desert_warrior_trait_more_common = yes
dry_trait_bonuses = yes
can_recruit_dry_specialist = yes
}
character_modifier = {
desert_travel_danger = desert_low_danger_reduction
drylands_travel_danger = drylands_low_danger_reduction
desert_mountains_travel_danger = desert_mountains_low_danger_reduction
}
province_modifier = {
drylands_levy_size = 0.1
desert_levy_size = 0.1
drylands_supply_limit_mult = 0.25
desert_supply_limit_mult = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = dry_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
}
multiply = 0
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.6
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
multiply = 6
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.4
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
multiply = 2
}
}
}
tradition_highland_warriors = {
category = combat
layers = {
0 = intrigue
1 = western
4 = mountain.dds
}
is_shown = { #Replaced by Upland Skirmishing
NOR = {
has_cultural_pillar = heritage_west_african
has_cultural_tradition = tradition_upland_skirmishing
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_hills_desc
any_culture_county = {
any_county_province = {
terrain = hills
}
}
}
}
parameters = {
rough_terrain_expert_trait_more_common = yes
hill_trait_bonuses = yes
can_recruit_hill_specialist = yes
}
province_modifier = {
hills_levy_size = 0.1
hills_supply_limit_mult = 0.25
}
character_modifier = {
hills_travel_danger = hills_low_danger_reduction
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
terrain = hills
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = hill_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
terrain = hills
}
}
}
}
}
multiply = 0
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.6
any_county_province = {
terrain = hills
}
}
}
}
multiply = 6
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.4
any_county_province = {
terrain = hills
}
}
}
}
multiply = 2
}
}
}
tradition_jungle_warriors = {
category = combat
layers = {
0 = intrigue
1 = mena
4 = jungle.dds
}
is_shown = { #Replaced by Bush Hunting
NOR = {
has_cultural_pillar = heritage_akan
has_cultural_pillar = heritage_yoruba
has_cultural_tradition = tradition_bush_hunting
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_jungle_desc
any_culture_county = {
any_county_province = {
terrain = jungle
}
}
}
}
parameters = {
jungle_stalker_trait_more_common = yes
jungle_trait_bonuses = yes
can_recruit_jungle_specialist = yes
}
character_modifier = {
jungle_travel_danger = jungle_low_danger_reduction
}
province_modifier = {
jungle_levy_size = 0.1
jungle_supply_limit_mult = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
percent >= 0.3
any_county_province = {
terrain = jungle
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = jungle_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
terrain = jungle
}
}
}
}
}
multiply = 0
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.6
any_county_province = {
terrain = jungle
}
}
}
}
multiply = 6
}
else_if = {
limit = {
scope:character.culture ?= {
any_culture_county = {
percent > 0.4
any_county_province = {
terrain = jungle
}
}
}
}
multiply = 2
}
}
}
tradition_only_the_strong = {
category = combat
layers = {
0 = martial
1 = mena
4 = soldiers2.dds
}
can_pick = {
custom_description = {
text = culture_not_egalitarian
NOT = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
}
parameters = {
minimum_prowess_for_knights = yes
blademaster_trait_bonuses = yes
prowess_from_martial_education = yes
}
province_modifier = {
levy_size = -0.25
}
character_modifier = {
men_at_arms_recruitment_cost = 0.25
knight_effectiveness_mult = 1
knight_limit = 2
accolade_glory_gain_mult = 0.2
men_at_arms_limit = -2
men_at_arms_cap = -1
maa_damage_add = 8
maa_toughness_add = 8
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
scope:character = {
NOR = {
prowess >= 12
has_trait = strong
has_trait = physique_good
}
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
any_courtier = {
count >= 10
prowess >= 12
}
}
}
multiply = 4
}
}
}
tradition_warriors_by_merit = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = soldiers2.dds
}
can_pick = {
}
parameters = {
high_prowess_ignores_knight_restrictions = yes
blademaster_traits_more_common = yes
}
character_modifier = {
prowess_per_prestige_level = 2
accolade_glory_gain_mult = 0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_courtier = {
count >= 5
prowess >= 10
is_adult = yes
NOT = {
can_be_knight_trigger = { ARMY_OWNER = prev }
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = courtiers_with_prowess_who_cant_be_knight_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 150
if = {
limit = {
NOR = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
scope:character = {
NOT = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = this }
}
}
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_warrior_monks = {
category = combat
layers = {
0 = martial
1 = indian
4 = temple.dds
}
can_pick = {
}
parameters = {
prowess_from_religious_traits = yes
culture_clergy_can_fight = yes
monastery_prowess_martial_bonus = yes
}
character_modifier = {
prowess_per_piety_level = 1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_spiritual_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
scope:character = {
save_temporary_scope_as = culture_head_link
faith = {
any_faith_character = {
count >= 15
culture = scope:culture_head_link.culture
prowess >= 10
OR = {
is_clergy = yes
has_education_learning_trigger = yes
}
}
}
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_faith_clergy_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
multiply = 0.25
}
}
}
tradition_talent_acquisition = {
category = combat
layers = {
0 = diplo
1 = mena
4 = greeting.dds
}
can_pick = {
}
parameters = {
can_recruit_prisoners_easily = yes
better_knights_from_decision = yes
pardoning_gives_loyalty = yes
}
character_modifier = {
accolade_glory_gain_mult = 0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_courtly_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
save_temporary_scope_as = culture_head_link
any_prisoner = {
count >= 10
NOR = {
is_courtier_of = scope:culture_head_link
is_foreign_court_or_pool_guest_of = scope:culture_head_link
}
OR = {
martial >= 12
diplomacy >= 12
stewardship >= 12
intrigue >= 12
learning >= 12
prowess >= 12
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = skilled_prisoners_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
multiply = 0.5
}
}
}
tradition_strength_in_numbers = {
category = combat
layers = {
0 = martial
1 = mena
4 = soldiers3.dds
}
parameters = {
strength_in_numbers_maa_limit_bonus = yes
strength_in_numbers_heavy_maa_ban = yes
}
province_modifier = {
levy_size = 0.25
}
character_modifier = {
supply_limit_mult = 0.5
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_spiritual_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 500
}
number_maa_soldiers_of_base_type = {
type = archers
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_small_soldiers_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 5 # The AI shouldn't really pick this very often
if = {
limit = {
OR = {
culture_has_heavy_infantry_maa = yes
culture_has_pikemen_maa = yes
culture_has_heavy_cavalry_maa = yes
}
}
multiply = 0
}
}
}
tradition_frugal_armorsmiths = {
category = combat
layers = {
0 = steward
1 = western
4 = shield.dds
}
parameters = {
frugal_blacksmith_maa_size = yes
}
character_modifier = {
army_maintenance_mult = -0.25
men_at_arms_recruitment_cost = -0.25
knight_effectiveness_mult = -0.6
maa_toughness_add = -6
levy_toughness = -8
heavy_cavalry_toughness_add = -14
pikemen_toughness_add = -4
heavy_infantry_toughness_add = -4
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 500
}
number_maa_soldiers_of_base_type = {
type = archers
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_small_soldiers_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 5 # The AI shouldn't really pick this very often
if = {
limit = {
scope:character = {
OR = {
number_maa_soldiers_of_base_type = {
type = heavy_infantry
value >= 100
}
number_maa_soldiers_of_base_type = {
type = pikemen
value >= 100
}
number_maa_soldiers_of_base_type = {
type = heavy_cavalry
value >= 1
}
number_maa_soldiers_of_base_type = {
type = elephant_cavalry
value >= 1
}
}
}
}
multiply = 0
}
if = {
limit = {
OR = {
culture_has_heavy_infantry_maa = yes
culture_has_pikemen_maa = yes
culture_has_heavy_cavalry_maa = yes
}
}
multiply = 0
}
}
}
tradition_malleable_invaders = {
category = combat
layers = {
0 = martial
1 = mena
4 = diplomacy.dds
}
is_shown = {
has_dlc_feature = hybridize_culture
}
can_pick = {
culture_in_non_sedentary_geographical_region_trigger = yes
culture_not_pacifistic_trigger = yes
}
parameters = {
easier_to_hybridize = yes
cheaper_to_hybridize = yes
cheaper_convert_to_local_culture = yes
}
character_modifier = {
faith_conversion_piety_cost_mult = -0.2
different_faith_county_opinion_mult = -0.2
ai_war_chance = 0.5
ai_war_cooldown = -0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_bureaucratic_desc
}
}
if = {
limit = {
NOR = {
culture_pillar:heritage_turkic = { is_in_list = traits }
culture_pillar:heritage_mongolic = { is_in_list = traits }
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = turkic_or_mongolic_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}
tradition_quarrelsome = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = speech.dds
}
can_pick = {
culture_not_pacifistic_trigger = yes
}
parameters = {
can_use_conquest_cbs = yes
cb_lower_prestige_level_requirement = yes
cheaper_cbs = yes
disloyal_trait_less_spurned = yes
disloyal_trait_more_common = yes
}
character_modifier = {
monthly_county_control_growth_factor = -0.4
ai_honor = -20
ai_war_chance = 0.5
ai_war_cooldown = -0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_spiritual_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 5
culture = prev
primary_title.tier >= tier_county
is_at_war = yes
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_at_war_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 50
if = {
limit = {
NOT = {
scope:character = {
government_has_flag = government_is_tribal
}
}
}
multiply = 0.25
}
if = {
limit = {
NOR = {
culture_pillar:heritage_turkic = { is_in_list = traits }
culture_pillar:heritage_mongolic = { is_in_list = traits }
is_divergent_culture = yes
}
}
multiply = 0
}
}
}
tradition_swords_for_hire = {
category = combat
layers = {
0 = martial
1 = indian
4 = swords.dds
}
is_shown = {
NOT = { has_cultural_tradition = tradition_ep3_audacious_cadets }
}
can_pick = {
}
parameters = {
wanderers_gain_extra_combat_skills = yes
mercenary_courtiers_gain_extra_skills = yes
more_likely_to_leave_court = yes
unlock_voluntary_laampdom = yes
more_likely_to_be_laamps = yes
}
culture_modifier = {
mercenary_count_mult = 1
}
character_modifier = {
same_culture_mercenary_hire_cost_mult = -0.15
character_travel_speed_mult = 0.1
character_travel_safety_mult = 0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_courtly_or_communal_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 5
culture = prev
primary_title.tier >= tier_county
has_trait = education_martial_4
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_with_martial_edu_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 50
if = {
limit = {
has_cultural_pillar = heritage_central_germanic
}
multiply = 2
}
}
}
tradition_reverence_for_veterans = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = knight.dds
}
parameters = {
wounds_and_scars_give_bonuses = yes
guardians_can_transfer_commander_traits = yes
warrior_lodges_lift_restrictions = yes
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_stoic_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 5
culture = prev
primary_title.tier >= tier_county
OR = {
has_trait = scarred
has_trait = maimed
has_trait = one_eyed
has_trait = one_legged
has_trait = disfigured
}
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_with_scars_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { # Generally good & flavorful
value = 400
}
}
tradition_stalwart_defenders = {
category = combat
layers = {
0 = intrigue
1 = mediterranean
4 = shield.dds
}
parameters = {
can_end_defensive_wars_earlier = yes
more_fame_for_successful_defensive_wars = yes
more_gold_for_successful_defensive_wars = yes
next_level_fortification = yes
}
character_modifier = {
defender_advantage = 5
controlled_province_advantage = 5
}
province_modifier = {
garrison_size = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_courtly_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
any_county_province = {
has_building_or_higher = march_01
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = march_building_desc
}
}
if = {
limit = {
has_variable = defensive_traditionalist_discount
}
add = {
value = traditionalist_discount
desc = traditionalist_discount_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
scope:character = {
sub_realm_size <= medium_realm_size
}
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 2
}
}
}
tradition_battlefield_looters = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = swords.dds
}
parameters = {
gain_gold_from_battles = yes
less_prestige_from_battles = yes
}
character_modifier = {
max_loot_mult = 0.75
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_bureaucratic_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 3
culture = prev
primary_title.tier >= tier_county
OR = {
has_trait = reaver
}
}
}
}
trigger_else = {
NOR = {
culture_pillar:heritage_turkic = { is_in_list = traits }
culture_pillar:heritage_mongolic = { is_in_list = traits }
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = rulers_with_reaver_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 75
if = {
limit = {
NOR = {
culture_pillar:heritage_turkic = { is_in_list = traits }
culture_pillar:heritage_mongolic = { is_in_list = traits }
scope:character = {
government_has_flag = government_is_tribal
}
}
}
multiply = 0
}
}
}
tradition_hit_and_run = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = soldiers4.dds
}
is_shown = {
NOR = { #Replaced by Konni Raids (tradition_hussar)
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_magyar
has_cultural_pillar = heritage_west_slavic
}
}
can_pick = {
trigger_if = {
limit = {
OR = {
NOT = { exists = scope:replacing }
NOT = { scope:replacing = culture_tradition:tradition_hussar }
}
}
NOT = { has_cultural_tradition = tradition_hussar } #To prevent stacking after hybridization
}
}
# Iberian: Concurso Tactics
character_modifier = {
skirmishers_damage_add = 2
skirmishers_screen_add = 4
light_cavalry_damage_add = 4
light_cavalry_screen_add = 4
retreat_losses = -0.1
hard_casualty_modifier = -0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_egalitarian_or_spiritual_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 500
}
number_maa_soldiers_of_base_type = {
type = light_cavalry
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_skirmishers_and_light_cav_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOR = {
culture_has_skirmisher_maa = yes
culture_has_light_cavalry_maa = yes
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_stand_and_fight = {
category = combat
is_shown = {
NOR = { #Replaced by Mobile Guards
has_cultural_pillar = heritage_israelite
has_cultural_tradition = tradition_mobile_guards
}
}
layers = {
0 = martial
1 = indian
4 = battle.dds
}
character_modifier = {
levy_toughness = 2
maa_toughness_add = 4
heavy_infantry_toughness_add = 4
heavy_cavalry_toughness_add = 20
pikemen_toughness_add = 6
hard_casualty_modifier = 0.4
defender_advantage = 8
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_spiritual_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = heavy_infantry
value >= 500
}
number_maa_soldiers_of_base_type = {
type = pikemen
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_heavy_inf_and_pikemen_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOR = {
culture_has_heavy_infantry_maa = yes
culture_has_heavy_cavalry_maa = yes
culture_has_pikemen_maa = yes
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 2
}
}
}
tradition_adaptive_skirmishing = {
category = combat
layers = {
0 = intrigue
1 = western
4 = soldiers4.dds
}
parameters = {
next_level_military_camps = yes
}
character_modifier = {
enemy_terrain_advantage = -0.25
archers_damage_add = 4
archers_toughness_add = 2
archers_maintenance_mult = -0.05
skirmishers_damage_add = 2
skirmishers_toughness_add = 4
skirmishers_maintenance_mult = -0.05
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_spiritual_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 500
}
number_maa_soldiers_of_base_type = {
type = archers
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_small_soldiers_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
scope:character = {
OR = {
number_maa_soldiers_of_base_type = {
type = heavy_infantry
value >= 200
}
number_maa_soldiers_of_base_type = {
type = pikemen
value >= 200
}
}
}
}
multiply = 0
}
if = {
limit = {
OR = {
culture_has_heavy_infantry_maa = yes
culture_has_heavy_cavalry_maa = yes
}
}
multiply = 0
}
else_if = {
limit = {
NOR = {
culture_has_archer_maa = yes
culture_has_skirmisher_maa = yes
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 2
}
}
}
tradition_formation_fighting = {
category = combat
layers = {
0 = martial
1 = mediterranean
4 = soldiers3.dds
}
layers = {
0 = martial
}
parameters = {
next_level_barracks = yes
formation_fighting_strategist = yes
}
character_modifier = {
counter_efficiency = 0.15
pursue_efficiency = -0.15
archers_damage_add = 2
archers_toughness_add = 4
pikemen_damage_add = 4
pikemen_toughness_add = 6
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_courtly_or_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = pikemen
value >= 500
}
number_maa_soldiers_of_base_type = {
type = archers
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_archers_and_pikemen_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
scope:character = {
OR = {
number_maa_soldiers_of_base_type = {
type = light_cavalry
value >= 300
}
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 400
}
}
}
}
multiply = 0
}
if = {
limit = {
OR = {
culture_has_skirmisher_maa = yes
culture_has_light_cavalry_maa = yes
}
}
multiply = 0
}
else_if = {
limit = {
NOR = {
culture_has_archer_maa = yes
culture_has_pikemen_maa = yes
}
}
multiply = 0.25
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 4
}
}
}
tradition_horse_breeder = {
category = combat
layers = {
0 = steward
1 = mena
4 = horses.dds
}
is_shown = {
OR = {
culture_has_light_cavalry_maa = yes
culture_has_heavy_cavalry_maa = yes
culture_has_archer_cavalry_maa = yes
}
}
parameters = {
next_level_stables = yes
}
character_modifier = {
light_cavalry_maintenance_mult = -0.15
light_cavalry_recruitment_cost_mult = -0.25
heavy_cavalry_maintenance_mult = -0.15
heavy_cavalry_recruitment_cost_mult = -0.25
archer_cavalry_maintenance_mult = -0.15
archer_cavalry_recruitment_cost_mult = -0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_communal_desc
}
}
if = {
limit = {
scope:character = {
NOR = { # Culture Head need to have a 8 sized regiment of either Light/Heavy/Archer Cavalry
number_maa_soldiers_of_base_type = {
type = light_cavalry
value >= 800
}
number_maa_soldiers_of_base_type = {
type = heavy_cavalry
value >= 400
}
number_maa_soldiers_of_base_type = {
type = archer_cavalry
value >= 800
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_cavalry_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = { # Reduce chance if the culture has access to other "cavalry" types
OR = {
has_innovation = innovation_war_camels
has_innovation = innovation_elephantry
}
}
multiply = 0.2
}
else_if = {
limit = {
scope:character ?= {
ai_has_warlike_personality = yes
}
}
multiply = 2
}
}
}
tradition_longbow_competitions = {
category = combat
layers = {
0 = martial
1 = western
4 = bow.dds
}
is_shown = {
OR = {
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
}
}
can_pick = {
OR = {
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
}
}
parameters = {
unlock_maa_longbowmen = yes
archer_era_improvement = yes
}
character_modifier = {
archers_max_size_add = 4
heavy_cavalry_max_size_add = -2
pikemen_max_size_add = -2
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_stoic = { is_in_list = traits }
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_stoic_or_bureaucratic_desc
}
}
# Certain number of archer MaA requirement.
if = {
limit = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = archers
# Remember to sync the below with longbow_competitions_minimum_archer_maa_value.
value < 1200
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_lacks_archer_maa_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 800
if = {
limit = {
OR = {
culture_has_pikemen_maa = yes
culture_has_heavy_cavalry_maa = yes
}
}
multiply = 0
}
}
}