diff --git a/common/modifiers/00_province_modifiers.txt b/common/modifiers/00_province_modifiers.txt new file mode 100644 index 00000000..b26b3dc5 --- /dev/null +++ b/common/modifiers/00_province_modifiers.txt @@ -0,0 +1,232 @@ +coastal_land_province_modifier = { + supply_limit_mult = 0.25 +} + +coastal_land_county_capital_province_modifier = { + development_growth_factor = 0.2 #Added to counter Plagues hitting coastal provinces more +} + +independent_realm_capital_province_modifier = { + levy_size = 0.2 +} + +# Duke or greater +high_tier_vassal_capital_province_modifier = { + levy_size = 0.1 +} + +# Not applied for barons or characters with Bartering enabled governments +capital_province_modifier = { + monthly_income = 1 + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 +} + +nomad_capital_province_modifier = { + stationed_maa_damage_mult = normal_maa_damage_tier_1 + stationed_maa_toughness_mult = normal_maa_toughness_tier_1 + stationed_siege_weapon_siege_value_mult = low_maa_siege_value_tier_1 +} + +capital_duchy_province_modifier = { + levy_size = 0.1 + stationed_maa_damage_mult = low_maa_damage_tier_1 + stationed_maa_toughness_mult = low_maa_toughness_tier_1 +} + +county_capital_province_modifier = { + fort_level = 1 + county_fertility_growth_add = 2 +} + +temporary_fort_province_modifier = { + icon = county_modifier_development_positive + fort_level = 1 +} + +disabled_fort_province_modifier = { + fort_level = 1 +} + +fertile_desert_mountains_modifier = { + icon = fertility_positive + tax_mult = 0.1 + development_growth_factor = 0.4 + county_fertility_growth_mult = large_county_fertility_growth_gain + supply_limit_mult = 0.5 +} + +parliamentary_bureaucracy_modifier = { + icon = county_modifier_development_positive + build_speed = -0.05 + build_gold_cost = -0.05 + development_growth_factor = small_development_growth_gain +} + +flourishing_culture_modifier = { + icon = county_modifier_development_positive + build_speed = -0.1 + build_gold_cost = -0.05 + build_prestige_cost = -0.1 + development_growth_factor = small_development_growth_gain +} + +hungarian_resettlement_modifier = { + icon = horse_positive + county_opinion_add = -10 + build_speed = -0.1 + development_growth_factor = small_development_growth_gain +} + +magyar_appreciation_modifier = { + icon = horse_positive + county_opinion_add = 25 +} + +modifier_dusgruntled_church = { + icon = learning_negative + county_opinion_add = -10 +} + +modifier_religious_understanding_modifier = { + icon = county_modifier_opinion_positive + county_opinion_add = 25 +} + +dance_plague_modifier = { + icon = county_modifier_opinion_negative + epidemic_resistance = -5 +} + +# Referenced in code; blocks raiding & bartering when present on a province +recently_looted_modifier = { + icon = martial_negative + build_speed = 0.5 + development_growth_factor = -0.2 + tax_mult = -0.5 + monthly_county_control_decline_add = -0.2 + county_fertility_growth_mult = -0.2 +} + +# Referenced in code; blocks raiding & bartering when present on a province +recently_bartered_modifier = { + icon = goods_positive + build_speed = -0.1 + development_growth = 0.3 + tax_mult = 0.1 +} + +armies_raised_modifier = { + icon = martial_negative + build_speed = 0.25 + build_gold_cost = 0.25 + character_capital_county_monthly_development_growth_add = -0.2 + monthly_county_control_decline_add_even_if_baron = -0.2 +} + +shattered_defenses_modifier = { + icon = martial_negative + fort_level = -5 + garrison_size = -0.75 +} + +disease_spreading_modifier = { + icon = county_modifier_development_negative + development_growth_factor = -0.5 + monthly_county_control_decline_add = -0.2 +} + +######################## +# Winter modifiers section +# +# When winter severity changes, province rebuilds its modifier +# For performance reason affected holding does NOT update its cached data +# So any modifier that affects fort level or any form of taxable income +# will not be updated immediately. Most other modifiers should be fine to use here + +winter_none_modifier = { +} + +winter_mild_modifier = { + supply_loss_winter = -2 + provisions_use_mult = 0.1 +} + +winter_normal_modifier = { + supply_loss_winter = -5 + provisions_use_mult = 0.2 +} + +winter_harsh_modifier = { + supply_loss_winter = -10 + provisions_use_mult = 0.4 + defender_winter_advantage = 5 + hard_casualty_winter = 0.2 +} + +# End of winter modifiers + +spurned_by_traders = { + development_growth_factor = -0.25 +} + +elevate_mann_and_the_isles_modifier = { + development_growth_factor = 0.5 + levy_size = 1 + tax_mult = 0.5 + build_gold_cost = -0.5 +} + +extra_building_slot = { + stacking = yes + building_slot_add = 1 +} + +avalanche_impact = { + icon = county_modifier_development_negative + development_growth_factor = -0.1 + county_fertility_decline_mult = small_county_fertility_growth_gain + tax_mult = -0.1 +} + +dodekapolis_modifier = { + icon = county_modifier_development_positive + development_growth_factor = 0.3 + tax_mult = 0.1 +} + +backwater_county_modifier = { + icon = county_modifier_development_negative + tax_mult = -0.1 + levy_size = -0.1 + monthly_county_control_growth_factor = -0.1 + #stationed_maa_toughness_mult = -0.2 +} + +wayfarer_astronomical_phenomenon = { + icon = magic_mixed +} + +innkeeper_bad_result = { + icon = county_modifier_development_negative + monthly_income = 0.5 + county_opinion_add = -20 +} + +innkeeper_average_result = { + icon = county_modifier_development_mixed + monthly_income = 1 + county_opinion_add = -10 +} + +innkeeper_good_result = { + icon = county_modifier_development_positive + monthly_income = 2 + county_opinion_add = 10 +} + +plague_preparations_modifier = { + icon = rat_positive + epidemic_resistance = 15 + county_opinion_add = 10 +} diff --git a/common/on_action/army_on_actions.txt b/common/on_action/army_on_actions.txt new file mode 100644 index 00000000..587b2a56 --- /dev/null +++ b/common/on_action/army_on_actions.txt @@ -0,0 +1,825 @@ +# On actions for army events, triggered automatically by the game + +# called for armies every 30 days; exact date dependent on army ID +# root is the owner of the army +# scope:army is the army + +on_army_monthly = { + events = { + } + effect = { + scope:army ?= { + if = { + limit = { + exists = army_commander + NOT = { has_variable = commander_death_events_pulse_cooldown } + } + set_variable = { + name = commander_death_events_pulse_cooldown + value = yes + days = 365 + } + army_commander = { + trigger_event = { on_action = commander_death_events_pulse } + } + } + } + ROOT = { + if = { + limit = { + ROOT = { is_at_war = yes } + NOT = { + has_character_modifier = armies_raised_modifier + } + } + add_character_modifier = { + modifier = armies_raised_modifier + years = 5 + } + } + else_if = { + limit = { + ROOT = { NOT = { is_at_war = yes } } + has_character_modifier = armies_raised_modifier + } + remove_character_modifier = armies_raised_modifier + } + else = { + } + } + } +} + +# called when a county is (fully) occupied. Does not fire on reoccupation by province owner +# root is the occupant +# scope:county is the county title +# scope:barony is the barony title that got occupied +# scope:previous_controller is the previous controller of the county +# scope:war is the war causing the previous controller and the occupant to be hostile +on_county_occupied = { + effect = { + scope:county = { + if = { + limit = { + holder = { + NOT = { has_perk = enduring_hardships_perk } + } + } + change_county_control = county_control_loss_value + random_list = { + 25 = { + change_development_progress_with_overflow = -10 + } + 25 = { + change_development_progress_with_overflow = -15 + } + 25 = { + change_development_progress_with_overflow = -20 + } + 25 = { + change_development_progress_with_overflow = -25 + } + } + } + if = { #used by hold_court.6000 + limit = { + holder.top_liege = { + is_ai = no + } + } + scope:barony.holder = { + add_character_flag = { + flag = recently_occupied_flag + days = 720 + } + } + } + } + # Mongol Devastation + if = { + limit = { + # Check that it's relevant so we don't fire it *all* the time + OR = { + AND = { + exists = global_var:mongol_empire_has_spawned + NOT = { exists = global_var:mongol_story_has_ended } + any_owned_story = { + type = story_mongol_invasion + } + } + any_owned_story = { + type = story_greatest_of_khans + } + } + NOT = { exists = scope:county.var:looted_by_mongols } + } + # Each County should only be devastated once + scope:county = { + set_variable = { + name = looted_by_mongols + value = yes + years = 25 + } + } + # Send a message (and gold!) to the Mongol Emperor + send_interface_message = { + type = event_war_good + title = mongols_sieged_county.t + left_icon = scope:previous_controller + right_icon = scope:county + #Herd from nomad counties if nomadic + if = { + limit = { + scope:county = { + any_county_province = { + OR = { + has_holding_type = nomad_holding + has_holding_type = herder_holding + } + } + } + government_has_flag = government_is_nomadic + } + domicile = { + change_herd = miniscule_herd_gain + } + } + else = { + if = { + limit = { + scope:county.development_level >= 1 + } + add_gold = { + add = scope:county.development_level + multiply = 5 + } + } + } + if = { + limit = { + dread < 150 + } + add_dread = 2 + } + show_as_tooltip = { + scope:county = { + mongols_devastate_county_effect = yes + } + } + } + save_scope_as = mongol_emperor + # Send a message to the County's owner + scope:county.holder = { + send_interface_message = { + type = event_war_bad + title = mongols_sieged_county.t + left_icon = scope:mongol_emperor + right_icon = scope:county + scope:county = { + mongols_devastate_county_effect = yes + } + } + } + } + # Admin house power bonus for getting influence + if = { + limit = { + house ?= { + OR = { + has_house_power_parameter = occupations_give_bonuses_1 + has_house_power_parameter = occupations_give_bonuses_2 + has_house_power_parameter = occupations_give_bonuses_3 + } + } + } + send_interface_message = { + type = msg_siege_effect + title = tactical_besiegers_house_power + left_icon = root + right_icon = scope:barony + + if = { + limit = { + house = { has_house_power_parameter = occupations_give_bonuses_3 } + } + add_gold = occupations_give_bonuses_3_value + change_influence = occupations_give_bonuses_3_value + } + else_if = { + limit = { + house = { has_house_power_parameter = occupations_give_bonuses_2 } + } + add_gold = occupations_give_bonuses_2_value + change_influence = occupations_give_bonuses_2_value + } + else = { + add_gold = occupations_give_bonuses_1_value + change_influence = occupations_give_bonuses_1_value + } + } + } + } +} + +# called when a siege completes. Does *not* fire on reoccupation by province order +# root is the occupant +# scope:barony is the barony title that got occupied +# scope:county is the county title for the barony +# scope:previous_controller is the previous controller of the county +# scope:war is the war causing the previous controller and the occupant to be hostile +# occupied_baronies is a list of all baronies that the siege caused the occupier to control (I.E., can include baronies with no fort level) +on_siege_completion = { + events = { + siege.0101 # Notify holders/lieges that the county was lost to siege + siege.0001 # Capture/kill prisoners + siege.0031 # Chance to steal an artifact + faction_demand.1010 #Reinforce populist rebels + faction_demand.1110 #Reinforce peasant rebels + siege.1001 #Someone I care about was immured here... + intrigue_scheming.1804 # I had genuine/fake info about the defenses. Follows up intrigue_scheming.1801 so this won't actually trigger after every siege + } + effect = { + save_scope_as = occupant + scope:barony = { + if = { + limit = { title_province = holder.capital_province } + holder = { + random = { + chance = 50 + trigger_event = fp3_decision.0002 #FP3 Event to possibly lose your royal fire + } + } + } + } + # If you have the Sacred Destruction tenet get piety/destroy development + if = { + limit = { + faith = { has_doctrine_parameter = successful_sieges_give_piety } + } + send_interface_toast = { + title = successful_sieges_give_piety_toast + left_icon = root + add_piety = minor_piety_gain + scope:barony.county = { change_development_progress_with_overflow = -2 } + } + } + + # We change your legend to reflect this siege + if = { + limit = { + has_legend_chapter_trigger = { CHAPTER = extra_deed } + scope:barony.county.development_level >= good_development_level + NOT = { + promoted_legend ?= { + has_legend_chapter = { + name = extra_deed + localization_key = legend_chapter_extra_deed_recent_siege + } + } + } + } + random = { + chance = 25 + send_interface_toast = { + title = legend_chapter_change_toast + left_icon = root + promoted_legend = { + set_legend_chapter = { + name = extra_deed + localization_key = legend_chapter_extra_deed_recent_siege + } + } + } + } + } + + # Commander trait leveling + scope:barony.title_province = { + every_army_in_location = { + army_commander ?= { + if = { + limit = { + has_trait = military_engineer + is_commanding_army = yes + location.barony = scope:barony + } + add_trait_xp = { + trait = military_engineer + value = { + value = location.fort_level + divide = 2 + min = 1 + add = { + value = martial + divide = 20 + } + } + } + } + } + army_commander ?= { + if = { + limit = { + has_trait = reaver + is_commanding_army = yes + location.barony = scope:barony + } + add_trait_xp = { + trait = reaver + value = { + value = 0.2 + add = { + value = martial + divide = 20 + } + } + } + } + } + army_commander ?= { + if = { + limit = { + has_trait = peasant_leader + is_commanding_army = yes + } + add_trait_xp = { + trait = peasant_leader + value = { + value = 0.1 + add = { + value = martial + divide = 20 + } + } + } + } + } + } + } + + #Mandalas be looting other Mandala's capital + if = { + limit = { + has_realm_law_flag = piety_for_sieging_capital_temple_complexes + scope:previous_controller = { has_same_government = root } + scope:barony.title_province = { has_building_with_flag = mandala_capital_building } + } + send_interface_message = { + type = msg_siege_piety + if = { + limit = { + scope:barony.title_province = { has_building_with_flag = final_tier_mandala_capital_building } + } + add_piety = monumental_piety_gain + } + else_if = { + limit = { + scope:barony.title_province = { has_building_with_flag = fourth_tier_mandala_capital_building } + } + add_piety = massive_piety_gain + } + else_if = { + limit = { + scope:barony.title_province = { has_building_with_flag = third_tier_mandala_capital_building } + } + add_piety = major_piety_gain + } + else_if = { + limit = { + scope:barony.title_province = { has_building_with_flag = second_tier_mandala_capital_building } + } + add_piety = medium_piety_gain + } + else = { add_piety = minor_piety_gain } + scope:county = { + if = { + limit = { has_county_modifier = mandala_capital_sacked_modifier } + hidden_effect = { remove_county_modifier = mandala_capital_sacked_modifier } + } + if = { + limit = { has_county_modifier = mandala_capital_restored_modifier } + hidden_effect = { remove_county_modifier = mandala_capital_restored_modifier } + } + add_county_modifier = { + modifier = mandala_capital_sacked_modifier + years = 10 + } + } + } + } + } +} + +# Called when a siege loots a holding +# root is sieging character +# scope:barony is the barony title that got looted +# scope:county is the county title for the barony +# scope:previous_controller is the previous controller +on_siege_looting = { + events = { + + } + + effect = { + scope:barony.title_province ?= { + # Adventurer Siege replenish + every_army_in_location = { + limit = { + OR = { + AND = { + root = { is_landless_adventurer = yes } + army_owner = root + } + army_owner = { + is_landless_adventurer = yes + is_at_war = yes + any_war_ally = { this = root } + } + } + } + every_army_maa_regiment = { + limit = { + maa_current_troops_count < maa_max_troops_count + } + change_maa_troops_count = adventurer_siege_replenish_amount + } + } + # Strict Organization + every_army_in_location = { + limit = { + OR = { + AND = { + root = { + is_landless_adventurer = yes + has_perk = strict_organization_perk + } + army_owner = root + } + army_owner = { + is_landless_adventurer = yes + has_perk = strict_organization_perk + is_at_war = yes + any_war_ally = { this = root } + } + } + } + army_owner = { + domicile ?= { change_provisions = adventurer_siege_provisions_amount } + } + } + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + } + + #Gain some gold on top of the siege loot from the Master of Spoils Camp Officer + if = { + limit = { + employs_court_position = master_of_spoils_camp_officer + } + add_gold = { + value = court_position:master_of_spoils_camp_officer.aptitude:master_of_spoils_camp_officer + add = 1 + multiply = 5 + } + } + tgp_treasury_raided_effect = yes + + } +} + +# called for armies whenever they enter a province +# root is the owner of the army +# scope:army is the army + +on_army_enter_province = { + events = { + great_holy_war.0060 # Give Crusaders their trait upon reaching the holy land. + ep3_emperor_yearly.3010 # Byzantine emperor sends fireships to defend the strait of Marmara + game_rule.1021 # Figure out whether we should fire a conclusion event during the Conquest. + } + random_events = { + chance_of_no_event = 97 + 100 = bp2_yearly.4030 # Winter province event + 1 = epidemic_events.1120 # Corpse catapult event + } + effect = { + # Commander trait leveling + scope:army.army_commander ?= { + if = { + limit = { + has_trait = logistician + } + add_trait_xp = { + trait = logistician + value = { + value = 0.2 + add = { + value = martial + divide = 20 + } + } + } + } + if = { + limit = { + has_trait = organizer + } + add_trait_xp = { + trait = organizer + value = { + value = 0.2 + add = { + value = martial + divide = 20 + } + } + } + } + } + } +} + +# Called when a raid action starts +# root is the raid army +# scope:raider is the person owning the raid army +# scope:barony is the barony title that got raided +# scope:county is the county title for the barony +on_raid_action_start = { + events = { + fp1_trade_events.0001 # A fearsome target causes scope:raider to reconsider their intent. + } + effect = { # The target isn't too keen on the raider... + scope:barony.holder = { + if = { + limit = { + has_opinion_modifier = { + target = scope:raider + modifier = raided_me_opinion + } + } + remove_opinion = { # We reapply it so that the counter is reset + target = scope:raider + modifier = raided_me_opinion + } + } + add_opinion = { + target = scope:raider + modifier = raided_me_opinion + } + every_liege_or_above = { + if = { + limit = { + has_opinion_modifier = { + target = scope:raider + modifier = raided_me_opinion + } + } + remove_opinion = { # We reapply it so that the counter is reset + target = scope:raider + modifier = raided_me_opinion + } + } + add_opinion = { + target = scope:raider + modifier = raided_me_opinion + } + } + } + } + random_events = { + 100 = fp1_yearly.0692 # FP1 - setup event for one of your knights converting to a reformed faith. + } +} + +# Called when a raid action finishes +# root is the raid army +# scope:raider is the person owning the raid army +# scope:barony is the barony title that got raided +# scope:county is the county title for the barony +on_raid_action_completion = { + events = { + raiding.0001 # An independent liege personally raids a county capital. + raiding.0021 # Adjust raider completion tally. + raiding.0022 # Chance to fire viking/raider acquisition event + raiding.0013 # Chance to kidnap prisoners + raiding.0014 # Chance to steal an artifact + bp2_yearly.8031 # Steal a doll + raiding.0031 # Hereward adds XP + raiding.0040 # Raid Intent Effects + } + effect = { + scope:raider = { + send_interface_message = { + type = msg_raid_completed + left_icon = scope:county.holder + right_icon = scope:barony + } + if = { + limit = { + scope:county = { + any_county_province = { has_special_building = yes } + } + NOT = { has_character_flag = raider_legend } + has_dlc_feature = legends + NOT = { has_game_rule = historical_legends_only } + } + random = { + chance = legend_seed_chance_low + add_character_flag = raider_legend + create_legend_seed = { + type = heroic + quality = famed + chronicle = legendary_battle + properties = { + winner = scope:raider + loser = scope:county.holder + location = scope:barony.title_province + } + } + } + } + house ?= { + if = { + limit = { + exists = scope:county.holder.house + } + change_house_relation_effect = { + HOUSE = scope:county.holder.house + VALUE = house_relation_damage_minor_value + REASON = raid + CHAR = scope:raider + TARGET_CHAR = scope:county.holder + TITLE = scope:dummy_gender + } + } + } + } + scope:barony.title_province = { + add_province_modifier = { + modifier = recently_looted_modifier + years = 5 + } + county = { + if = { + limit = { + holder = { + NOT = { has_perk = enduring_hardships_perk } + } + } + change_county_control = raid_county_control_loss_value + random_list = { + 25 = { + change_development_progress_with_overflow = -2 + } + 25 = { + change_development_progress_with_overflow = -3 + } + 25 = { + change_development_progress_with_overflow = -4 + } + 25 = { + change_development_progress_with_overflow = -5 + } + } + } + # Silk Road + tgp_silk_road_raid_effect = yes + } + } + scope:county.holder = { add_to_list = raid_targets } + scope:county.holder.liege ?= { add_to_list = raid_targets } + scope:county.holder.liege.liege ?= { add_to_list = raid_targets } + scope:county.holder.liege.liege.liege ?= { add_to_list = raid_targets } + every_in_list = { + list = raid_targets + send_interface_message = { + type = msg_raid_lost + left_icon = scope:raider + right_icon = scope:barony + } + } + + ## Struggles + if = { + limit = { + scope:raider = { + any_character_struggle = { + activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { + CATALYST = catalyst_raided_involved + CHAR = scope:county.holder + } + } + } + scope:county.holder = { # Theoretical edge case where X is from one struggle, Y from another one and they trigger catalysts. But unlikely to be an issue. + any_character_struggle = { + involvement = involved + phase_has_catalyst = catalyst_raided_involved + } + } + } + scope:raider = { + every_character_struggle = { + limit = { + activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { + CATALYST = catalyst_raided_involved + CHAR = scope:county.holder + } + } + activate_struggle_catalyst = { + catalyst = catalyst_raided_involved + character = scope:raider + } + log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_raided_involved } + } + } + } + + # Commander trait leveling + root.army_commander ?= { + if = { + limit = { + has_trait = reaver + is_commanding_army = yes + } + add_trait_xp = { + trait = reaver + value = { + value = 0.5 + add = { + value = martial + divide = 10 + } + } + } + } + } + + tgp_treasury_raided_effect = yes + } +} + +# Called every 7 days during a raid action (except if the raid is stalled due to combat). First call might be anywhere from 1 to 7 days after the raid action begins +# root is the raid army +# scope:raider is the person owning the raid army +# scope:barony is the barony title that got raided +# scope:county is the county title for the barony +on_raid_action_weekly = { +} + +# Called when a raider returns to their own territory and deposits loot +# Use root.raid_loot to see how much was deposited +# root is the raid army +# scope:raider is the person owning the raid army +# scope:raid_loot is the loot that you gained from the raid +on_raid_loot_delivered = { + effect = { + # If the ruler led their own army, flag that for events. + if = { + limit = { army_commander = scope:raider } + scope:raider = { + add_character_flag = { + flag = has_recently_performed_raid + years = 3 + } + } + } + } + events = { + + } + random_events = { + chance_to_happen = 25 + 200 = 0 + + 100 = fp1_yearly.0622 # FP1 - setup event for a child demanding some of your loot. + 100 = fp1_yearly.0632 # FP1 - setup event for noticing a cynical knight refuse to sacrifice. + } +} + +# Called when a raid army is defeated in battle and gets its loot (if any) stolen +# Use root.raid_loot to see how they're carrying +# root is the raid army +# scope:raider is the person owning the raid army +# scope:receiver is the person getting the raid loot +on_defeat_raid_army = { + events = { + raiding.0012 # Defending army take raider loot notifications. + } +} + +# Called when a raid intent is invalidated +on_raid_intent_invalidated = { + effect = { + scope:raider = { + send_interface_message = { + type = msg_raid_intent_invalidated + left_icon = scope:raider + localization_values = { + raiding_army = root + } + } + } + } +} diff --git a/common/terrain_types/00_terrains.txt b/common/terrain_types/00_terrains.txt index 7ef53876..efe40277 100644 --- a/common/terrain_types/00_terrains.txt +++ b/common/terrain_types/00_terrains.txt @@ -51,6 +51,7 @@ farmlands = { province_modifier = { supply_limit_mult = 0.5 county_fertility_growth_add = farmlands_county_fertility_value + monthly_county_control_decline_add = 0.15 } county_capital_modifier = { @@ -71,7 +72,7 @@ hills = { supply_limit_mult = -0.1 travel_danger = hills_danger_value county_fertility_growth_add = hills_county_fertility_value - monthly_county_control_decline_add = -0.05 + monthly_county_control_decline_add = -0.15 } county_capital_modifier = { @@ -102,12 +103,12 @@ mountains = { supply_limit_mult = -0.5 travel_danger = mountains_danger_value county_fertility_growth_add = mountains_county_fertility_value - monthly_county_control_decline_add = -0.1 + monthly_county_control_decline_add = -0.2 } county_capital_modifier = { development_growth_factor = -0.25 - fort_level = 3 + fort_level = 2 } defender_combat_effects = { @@ -156,7 +157,7 @@ desert_mountains = { supply_limit_mult = -0.6 travel_danger = desert_mountains_danger_value county_fertility_growth_add = desert_mountains_county_fertility_value - monthly_county_control_decline_add = -0.1 + monthly_county_control_decline_add = -0.2 } county_capital_modifier = { @@ -213,7 +214,7 @@ jungle = { supply_limit_mult = -0.25 travel_danger = jungle_danger_value county_fertility_growth_add = jungle_county_fertility_value - monthly_county_control_decline_add = -0.1 + monthly_county_control_decline_add = -0.2 } county_capital_modifier = { @@ -244,7 +245,7 @@ forest = { supply_limit_mult = -0.1 travel_danger = forest_danger_value county_fertility_growth_add = forest_county_fertility_value - monthly_county_control_decline_add = -0.05 + monthly_county_control_decline_add = -0.15 } defender_combat_effects = { @@ -272,7 +273,7 @@ taiga = { supply_limit_mult = -0.2 travel_danger = taiga_danger_value county_fertility_growth_add = taiga_county_fertility_value - monthly_county_control_decline_add = -0.1 + monthly_county_control_decline_add = -0.2 } county_capital_modifier = { @@ -302,7 +303,7 @@ wetlands = { supply_limit_mult = -0.25 travel_danger = wetlands_danger_value county_fertility_growth_add = wetlands_county_fertility_value - monthly_county_control_decline_add = -0.1 + monthly_county_control_decline_add = -0.2 } county_capital_modifier = { @@ -343,7 +344,7 @@ steppe = { supply_limit_mult = 0 travel_danger = steppe_danger_value county_fertility_growth_add = steppe_county_fertility_value - monthly_county_control_decline_add = -0.05 + monthly_county_control_decline_add = -0.15 } county_capital_modifier = { @@ -409,11 +410,11 @@ tells = { travel_danger = hills_danger_value county_fertility_growth_add = hills_county_fertility_value monthly_county_control_decline_add = -0.015 - development_growth_factor = 0.1 } county_capital_modifier = { fort_level = 1 + development_growth_factor = 0.15 } defender_combat_effects = { diff --git a/history/titles/k_england.txt b/history/titles/k_england.txt index a6308fb5..aa3be4c7 100644 --- a/history/titles/k_england.txt +++ b/history/titles/k_england.txt @@ -109,7 +109,7 @@ d_london = { c_london = { 2505.1.1 = { - change_development_level = 18 + change_development_level = 14 } } diff --git a/history/titles/k_france.txt b/history/titles/k_france.txt index 0070baae..70cee3f8 100644 --- a/history/titles/k_france.txt +++ b/history/titles/k_france.txt @@ -37,7 +37,7 @@ d_ile_de_france = { } c_ile_de_france = { #county of Paris - 10.1.1 = { change_development_level = 16 } + 10.1.1 = { change_development_level = 13 } 2520.1.1 = { holder = france0008 #Robyrt Spatstony liege = k_france diff --git a/localization/english/replace/modifiers/NEOW_modifiers_l_english.yml b/localization/english/replace/modifiers/NEOW_modifiers_l_english.yml index a87d6e3f..6b555f6c 100644 --- a/localization/english/replace/modifiers/NEOW_modifiers_l_english.yml +++ b/localization/english/replace/modifiers/NEOW_modifiers_l_english.yml @@ -1,5 +1,5 @@ l_english: - +armies_raised_modifier: "Armies Mustered" bhakti_leviathan_nationalisators: "Nationalisators" bhakti_leviathan_nationalisators_desc:0 "This character follows one of the solar-gods of the British Empire." bhakti_leviathan_technosaurs: "Technosaurs"