N3OW/common/culture/traditions/03_fp2_traditions.txt

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Text

###########################
# FP2 CULTURAL TRADITIONS
###########################
#######################
# Aragonese Specific
#######################
tradition_fp2_state_ransoming = {
category = realm
layers = {
0 = steward
1 = western
4 = state_ransoming.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
}
# Anyone can take this.
parameters = {
knights_die_less_but_are_captured_more = yes
characters_more_likely_to_be_captured_in_sieges = yes
can_demand_higher_ransoms_from_lower_tiers = yes
}
character_modifier = {
hard_casualty_modifier = -0.5
monthly_war_income_mult = -0.25
}
county_modifier = {
# Naturally, people are more keen to turn up to serve.
levy_size = 0.1
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_communal_desc
}
}
# Heritage or language
if = {
limit = {
NOR = {
has_cultural_pillar = heritage_iberian
AND = {
exists = culture_head
culture_head = { knows_language = language_iberian }
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = lack_iberian_heritage_or_language_penalty_desc
}
}
# General replacement stuff.
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 100
}
}
#######################
# Castilian Specific
#######################
tradition_fp2_strategy_gamers = {
category = ritual
layers = {
0 = diplo
1 = western
4 = board_gamers.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
}
# Anyone can take this.
parameters = {
commanders_likelier_to_gain_commander_traits = yes
may_challenge_to_board_games = yes
may_wager_land_on_board_games = yes
}
character_modifier = {
movement_speed = 0.1
prowess = medium_skill_penalty
martial = medium_skill_bonus
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_courtly_desc
}
}
# Either high martial, high learning, or a chess board required.
if = {
limit = { exists = culture_head }
if = {
limit = {
culture_head = {
NOR = {
martial >= very_high_skill_rating
learning >= very_high_skill_rating
any_character_artifact = { has_variable = can_be_used_for_board_games }
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = lack_martial_learning_or_chess_board_penalty_desc
}
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = { exists = culture_head }
culture_head = {
# Absolute nerds.
if = {
limit = {
martial >= extremely_high_skill_rating
learning >= extremely_high_skill_rating
has_trait = scholar
}
add = 100
}
# People who got suckered in & accidentally started a trend.
if = {
limit = {
any_character_artifact = { has_variable = can_be_used_for_board_games }
}
add = 100
}
}
}
}
}
#######################
# Andalusian Specific
#######################
tradition_fp2_malleable_subjects = {
category = realm
layers = {
0 = intrigue
1 = mena
4 = malleable_subjects.dds
}
is_shown = {
# DLC check.
has_fp2_dlc_trigger = yes
has_cultural_pillar = heritage_iberian
}
can_pick = {
# Must be of a suitable heritage.
custom_tooltip = {
text = iberian_heritage_trigger
has_cultural_pillar = heritage_iberian
}
}
parameters = {
doesnt_care_about_culture_faith_in_factions = yes
wants_to_learn_liege_language = yes
harder_to_convert_county_culture_without_heritage = yes
easier_to_convert_county_culture_with_heritage = yes
powerful_foreign_knights_find_you_attractive = yes
# ^[blushes]
}
character_modifier = {
mercenary_hire_cost_mult = -0.5
vassal_levy_contribution_mult = 0.25
different_culture_opinion = 10
ignore_negative_opinion_of_culture = yes
}
culture_modifier = {
mercenary_count_mult = 2
cultural_acceptance_gain_mult = 0.25
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
culture_pillar:ethos_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_egalitarian_or_courtly_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
# Players might want this, but the AI never does.
}
}
#######################
# Generic
#######################
tradition_fp2_ritualised_friendship = {
category = societal
layers = {
0 = diplo
1 = western
4 = ritualised_friendship.dds
}
is_shown = {
# DLC check.
#has_fp2_dlc_trigger = yes
}
can_pick = {
# Must have at least one friend. No friendless losers. Especially you, Nick.
custom_tooltip = {
text = need_at_least_one_friend
culture_head ?= {
any_relation = {
type = friend
count >= 1
}
}
}
}
parameters = {
automatic_befriend_access = yes
may_propose_best_friendship = yes
strong_hooks_and_stress_effects_best_friends = yes
may_select_friendship_synergy_bonus = yes
}
character_modifier = {
scheme_phase_duration_against_friend_add = 20
scheme_phase_duration_against_best_friend_add = 40
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# No ethos requirement: everyone likes friends.
# Need at least three friends.
if = {
limit = { exists = culture_head }
if = {
limit = {
culture_head = {
any_relation = {
type = friend
count < 3
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = guess_you_need_more_friends_desc
}
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = { exists = culture_head }
culture_head = {
# Some traits make you want to codify this more...
if = {
limit = { has_trait = gregarious }
add = 50
}
if = {
limit = { has_trait = just }
add = 25
}
if = {
limit = { has_trait = compassionate }
add = 25
}
# ... but arbitrary characters have zero interest in anything nearly so formal
if = {
limit = { has_trait = arbitrary }
add = -200
}
# We don't modify down for shy because, if anything, you'd expect a shy person to be more serious about the few friends they *do* have.
# Having lots of friends makes you more likely to want this.
if = {
limit = {
any_relation = {
type = friend
count >= 4
}
}
add = 50
}
# As does having a best friend already.
if = {
limit = {
any_relation = {
type = best_friend
count >= 1
}
}
add = 25
}
# And certain lifestyles also make you want to focus on this.
if = {
limit = { has_focus = martial_chivalry_focus }
add = 10
}
}
}
}
}