crashes should be fixed now

This commit is contained in:
JulesFlammenkueche 2026-01-31 12:43:38 +01:00
parent 8b543935b8
commit c45180a354
26 changed files with 3252 additions and 3426 deletions

View file

@ -1367,6 +1367,8 @@ statue_isildur_01 = {
alw ays = yes
}
constrcution_time = very_slow_construction_time
cost = {
gold = 1000
}
@ -1374,7 +1376,7 @@ statue_isildur_01 = {
character_modifier = {
glory_hound_opinion = 5
glory_hound_tax_contribution_mult = 0.05
monthly_dynasty_prestige_mult = 0.05
monthly_dynasty_prestige_mult = 0.1
monthly_prestige_gain_mult = 0.2
}
@ -1384,7 +1386,7 @@ statue_isildur_01 = {
province_modifier = {
stationed_maa_damage_add = 20
stationed_maa_damage_mult = 0.1
stationed_maa_damage_mult = 0.15
}
ai_value = {
@ -1398,4 +1400,547 @@ statue_isildur_01 = {
type = special
flag = travel_point_of_interest_martial
}
}
##########
# Fourvière - historic core of the city of Lyon
##########
fourviere_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_structure_jvari_monastery.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 500
county_holder_character_modifier = {
monthly_piety = 0.25
monthly_prestige = 0.25
}
county_modifier = {
development_growth = 0.2
development_growth_factor = 0.2
tax_mult = 0.25
}
province_modifier = {
monthly_income = 1
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_learning
}
##########
# Capitole de Toulouse - administrative center of Southern France
##########
capitole_toulouse_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_palace_of_achen.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
diplomacy_per_prestige_level = 1
monthly_prestige = 0.35
legitimacy_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.15
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 1.50
garrison_size = 0.15
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Château de Bretagne - center of Britanny ; post event
##########
chateau_bretagne_01 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 500
county_holder_character_modifier = {
monthly_dynasty_prestige_mult = 0.05
monthly_prestige_gain_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.15
}
province_modifier = {
monthly_income = 1
}
next_building = chateau_bretagne_02
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
chateau_bretagne_02 = {
constrcution_time = very_slow_construction_time
type_icon = "icon_building_leisure_palace.dds"
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
scope:holder = {
prestige_level >= 4
highest_held_title_tier >= tier_duchy
}
scope:holder.culture = { has_innovation = innovation_guilds }
building_requirement_tribal = no
}
effect_desc = feast_cost_discount_max_desc
cost_gold = 1000
county_holder_character_modifier = {
monthly_dynasty_prestige = 0.10
monthly_dynasty_prestige_mult = 0.15
monthly_prestige_gain_mult = 0.15
monthly_prestige = 0.25
courtly_tax_contribution_mult = 0.05
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 2
}
ai_value = {
base = 100
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_diplomatic
}
##########
# Fort de Bordeaux - post-event, large fort/naval fort
##########
fort_de_bordeaux_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_walls_of_genoa.dds"
can_construct_potential = {
building_requirement_tribal = no
}
cost_gold = 1500
county_holder_character_modifier = {
martial_per_prestige_level = 1
}
county_modifier = {
tax_mult = 0.25
development_growth = 0.20
development_growth_factor = 0.25
hostile_raid_time = 0.50
defender_holding_advantage = 5
}
province_modifier = {
monthly_income = 2.50
fort_level = 4
garrison_size = 0.20
travel_danger = -15
}
ai_value = {
base = 100
ai_general_building_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_martial
}
##########
# Fortified Port of Monaco
##########
fortified_port_of_monaco_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
hostile_raid_time = 0.25
defender_holding_advantage = 2
}
province_modifier = {
monthly_income = 1
fort_level = 1
garrison_size = 0.10
travel_danger = -10
}
next_building = fortified_port_of_monaco_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
hostile_raid_time = 0.35
defender_holding_advantage = 3
}
province_modifier = {
monthly_income = 3
fort_level = 2
garrison_size = 0.15
travel_danger = -15
}
next_building = fortified_port_of_monaco_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
fortified_port_of_monaco_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_structure_drassanes.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
hostile_raid_time = 0.50
defender_holding_advantage = 5
}
province_modifier = {
monthly_income = 7.50
fort_level = 4
garrison_size = 0.25
travel_danger = -20
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
##########
# Port of La Rochelle
##########
port_of_la_rochelle_01 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_manorialism }
scope:holder = { highest_held_title_tier >= tier_duchy }
}
cost_gold = 350
county_holder_character_modifier = {
embarkation_cost_mult = -0.05
naval_movement_speed_mult = 0.05
}
county_modifier = {
tax_mult = 0.10
development_growth = 0.10
development_growth_factor = 0.10
}
province_modifier = {
monthly_income = 1
}
next_building = port_of_la_rochelle_02
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_02 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 02 }
}
cost_gold = 800
county_holder_character_modifier = {
embarkation_cost_mult = -0.10
naval_movement_speed_mult = 0.10
}
county_modifier = {
tax_mult = 0.20
development_growth = 0.15
development_growth_factor = 0.20
}
province_modifier = {
monthly_income = 3
}
next_building = port_of_la_rochelle_03
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}
port_of_la_rochelle_03 = {
construction_time = very_slow_construction_time
type_icon = "icon_building_tradeport.dds"
can_construct_potential = {
scope:holder.culture = { has_innovation = innovation_windmills }
scope:holder = { highest_held_title_tier >= tier_duchy }
building_requirement_castle_city_church = { LEVEL = 03 }
}
cost_gold = 1500
county_holder_character_modifier = {
stewardship_per_prestige_level = 1
embarkation_cost_mult = -0.20
naval_movement_speed_mult = 0.20
}
county_modifier = {
tax_mult = 0.35
development_growth = 0.25
development_growth_factor = 0.35
}
province_modifier = {
monthly_income = 7.50
}
ai_value = {
base = 100
ai_general_building_modifier = yes
directive_to_build_economy_modifier = yes
ai_economical_building_preference_modifier = yes
modifier = { # Fill all building slots before going for special buildings
factor = 0
free_building_slots > 0
}
}
type = special
flag = travel_point_of_interest_economic
}