N3OW/common/culture/innovations/_culture_innovations.info

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name_of_culture_innovation = { # Key to the name
culture_era = key # key to the cultural era this innovation belongs.
group = group_name # Innovation group. Can be: culture_group_military, culture_group_civic or culture_group_regional.
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
region = key # Region where this innovation can start getting base progress. Empty means anywhere.
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
can_progress = {} # To check if it can start being exposed. Scope: culture Default: always = yes
character_modifier = {} # Modifiers of this culture innovation. This will be applied to the characters of that cuture.
culture_modifier = {} # Modifier of this culture innovation applied to the culture itself.
county_modifier = {} # Modifier of this culture innovation applied to counties of the culture.
province_modifier = {} # Modifier of this culture innovation applied to provinces in a county of the culture.
flag = flag_name # Optional flag, relevant for the has_all_innovations trigger. Can list any number of flags for each innovation.
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.
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.
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.
unlock_maa = key # key of a regiment that can be unlocked. There can be more than one. Actually does unlock the MaA.
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.
custom = loc_key # A custom effect description that will be added to the list of effects
maa_upgrade = {
type = cavalry # The base MaA type to upgrade
damage = 0.1
toughness = 0.1
pursue = 0.1
screen = 0.1
siege_value = 0.1
max_size = 1
}
}