MAA stuff added
This commit is contained in:
parent
2804f9fdf5
commit
c7bf0ed3e9
20 changed files with 7199 additions and 27 deletions
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@ -12,6 +12,7 @@
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city_01 = {
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construction_time = slow_construction_time
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effect_desc = city_1_effect_desc
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#Meshes (Indented for readability)
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asset = {
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@ -1022,7 +1023,7 @@ city_02 = {
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city_03 = {
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construction_time = slow_construction_time
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effect_desc = city_2_effect_desc
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#Meshes (Indented for readability)
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asset = {
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type = pdxmesh
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@ -6888,6 +6888,354 @@ croke_park_02 = {
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flag = travel_point_of_interest_martial
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}
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chemistry_workshop_01 = {
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construction_time = standard_construction_time
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effect_desc = chemistry_workshop_1_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_1_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
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stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = chemistry_workshop_02
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ai_value = {
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base = 12
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ai_tier_1_building_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = {
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factor = 0
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building_farm_estates_requirement_terrain = yes
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NOT = {
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has_building_or_higher = farm_estates_01
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}
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}
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modifier = {
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factor = 0
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building_orchards_requirement_terrain = yes
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NOT = {
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has_building_or_higher = orchards_01
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}
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}
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modifier = {
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factor = 0
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has_holding_type = city_holding
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}
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modifier = {
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factor = 0
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has_holding_type = church_holding
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}
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}
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}
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chemistry_workshop_02 = {
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construction_time = standard_construction_time
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effect_desc = chemistry_workshop_2_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_2_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
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stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = chemistry_workshop_03
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ai_value = {
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base = 9
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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chemistry_workshop_03 = {
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construction_time = standard_construction_time
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effect_desc = chemistry_workshop_3_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_3_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
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stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = chemistry_workshop_04
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ai_value = {
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base = 8
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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chemistry_workshop_04 = {
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construction_time = standard_construction_time
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effect_desc = chemistry_workshop_4_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_4_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
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stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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air_dock_01 = {
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construction_time = standard_construction_time
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effect_desc = air_dock_1_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 01 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_1_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_1
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stationed_airship_toughness_mult = high_maa_toughness_tier_1
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = air_dock_02
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ai_value = {
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base = 12
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ai_tier_1_building_modifier = yes
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = {
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factor = 0
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building_farm_estates_requirement_terrain = yes
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NOT = {
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has_building_or_higher = farm_estates_01
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}
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}
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modifier = {
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factor = 0
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building_orchards_requirement_terrain = yes
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NOT = {
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has_building_or_higher = orchards_01
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}
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}
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modifier = {
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factor = 0
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has_holding_type = city_holding
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}
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modifier = {
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factor = 0
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has_holding_type = church_holding
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}
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}
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}
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air_dock_02 = {
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construction_time = standard_construction_time
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effect_desc = air_dock_2_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 02 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_2_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_2
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stationed_airship_toughness_mult = high_maa_toughness_tier_2
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = air_dock_03
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ai_value = {
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base = 9
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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modifier = { # Fill all building slots before going for upgrades
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factor = 0
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free_building_slots > 0
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}
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}
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}
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air_dock_03 = {
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construction_time = standard_construction_time
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effect_desc = air_dock_3_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 03 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_3_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_3
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stationed_airship_toughness_mult = high_maa_toughness_tier_3
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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next_building = air_dock_04
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ai_value = {
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base = 8
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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air_dock_04 = {
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construction_time = standard_construction_time
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effect_desc = air_dock_4_effect_desc
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can_construct_potential = {
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building_requirement_castle_city_church = { LEVEL = 04 }
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}
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can_construct_showing_failures_only = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_4_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_4
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stationed_airship_toughness_mult = high_maa_toughness_tier_4
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}
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character_modifier = {
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}
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on_complete = {
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#Mandala Creator Aspect
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creator_mandala_built_regular_building_piety_effect = yes
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}
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type_icon = "icon_structure_hosios_loukas.dds"
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ai_value = {
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base = 7
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ai_general_building_modifier = yes
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directive_to_build_military_modifier = yes
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}
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}
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########################################
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# GERMANIA
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########################################
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@ -1,2 +1,14 @@
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neow_the_event = {
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}
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gun_cavalry = {
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texture = "gfx/interface/icons/regimenttypes/horse_gunmen.dds"
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}
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super_heavy_infantry = {
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texture = "gfx/interface/icons/regimenttypes/super_heavy_infantry.dds"
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}
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airship = {
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texture = "gfx/interface/icons/regimenttypes/airship.dds"
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}
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chemical_weapons = {
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texture = "gfx/interface/icons/regimenttypes/chemical_weapons.dds"
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}
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732
common/men_at_arms_types/00_maa_types.txt
Normal file
732
common/men_at_arms_types/00_maa_types.txt
Normal file
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@ -0,0 +1,732 @@
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# standard costs
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@maa_buy_cost = 150
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@maa_low_maintenance_cost = 1.0
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@maa_high_maintenance_cost = 5.0
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# Must be synced between files with the values located at "# Provisions Costs #".
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@provisions_cost_infantry_cheap = 3
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@provisions_cost_infantry_moderate = 7
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@provisions_cost_infantry_expensive = 12
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@provisions_cost_infantry_bankrupting = 15
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@provisions_cost_cavalry_cheap = 7
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@provisions_cost_cavalry_moderate = 15
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@provisions_cost_cavalry_expensive = 21
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@provisions_cost_cavalry_bankrupting = 30
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@provisions_cost_special_cheap = 6
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@provisions_cost_special_moderate = 12
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@provisions_cost_special_expensive = 18
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@provisions_cost_special_bankrupting = 24
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light_footmen = {
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type = skirmishers
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damage = 10
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toughness = 16
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pursuit = 10
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screen = 16
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terrain_bonus = {
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forest = { damage = 4 toughness = 6 }
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taiga = { damage = 4 toughness = 6 }
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jungle = { damage = 4 toughness = 6 }
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}
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counters = {
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heavy_infantry = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_cheap
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holy_order_fallback = yes
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stack = 100
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ai_quality = { value = culture_ai_weight_skirmishers }
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = skirmishers_asia
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}
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illustration = {
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reference = skirmishers
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}
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}
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bowmen = {
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type = archers
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damage = 25
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toughness = 10
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pursuit = 0
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screen = 0
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terrain_bonus = {
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hills = { damage = 10 toughness = 4 }
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forest = { toughness = 4 screen = 4 }
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taiga = { toughness = 4 screen = 4 }
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}
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counters = {
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skirmishers = 1
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chemical_weapons = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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}
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buy_cost = { gold = bowmen_recruitment_cost }
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low_maintenance_cost = { gold = bowmen_low_maint_cost }
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high_maintenance_cost = { gold = bowmen_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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holy_order_fallback = yes
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stack = 100
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ai_quality = {
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value = culture_ai_weight_archers
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add = counter_synergy_ai_weight_archers
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}
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = bowmen_asia
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}
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illustration = {
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reference = bowmen
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}
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}
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light_horsemen = {
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type = light_cavalry
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damage = 22
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toughness = 15
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pursuit = 30
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screen = 30
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terrain_bonus = {
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plains = { damage = 15 }
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drylands = { damage = 15 }
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hills = { damage = -5 }
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mountains = { damage = -10 pursuit = -20 }
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desert_mountains = { damage = -15 pursuit = -20 }
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wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
archers = 1
|
||||
gunpowder = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
NOT = { has_access_to_maa = steppe_raiders }
|
||||
}
|
||||
|
||||
access_through_subject = {
|
||||
NOT = { has_access_to_maa = steppe_raiders }
|
||||
}
|
||||
|
||||
winter_bonus = {
|
||||
harsh_winter = { damage = -5 toughness = -2 }
|
||||
}
|
||||
|
||||
buy_cost = { gold = light_cavalry_recruitment_cost }
|
||||
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
|
||||
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
|
||||
provision_cost = @provisions_cost_cavalry_cheap
|
||||
|
||||
holy_order_fallback = yes
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_light_cavalry
|
||||
add = counter_synergy_ai_weight_light_cavalry
|
||||
}
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = light_cavalry_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = light_cavalry
|
||||
}
|
||||
}
|
||||
|
||||
pikemen_unit = {
|
||||
type = pikemen
|
||||
|
||||
damage = 22
|
||||
toughness = 24
|
||||
pursuit = 0
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
mountains = { toughness = 12 }
|
||||
desert_mountains = { toughness = 12 }
|
||||
hills = { toughness = 8 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
light_cavalry = 1
|
||||
heavy_cavalry = 1
|
||||
camel_cavalry = 1
|
||||
elephant_cavalry = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
}
|
||||
|
||||
buy_cost = { gold = pikemen_recruitment_cost }
|
||||
low_maintenance_cost = { gold = pikemen_low_maint_cost }
|
||||
high_maintenance_cost = { gold = pikemen_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_expensive
|
||||
|
||||
holy_order_fallback = yes
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_pikemen
|
||||
add = counter_synergy_ai_weight_pikemen
|
||||
}
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = pikemen_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = pikemen
|
||||
}
|
||||
}
|
||||
|
||||
#Tribal Era
|
||||
armored_footmen = {
|
||||
type = heavy_infantry
|
||||
|
||||
damage = 32
|
||||
toughness = 22
|
||||
pursuit = 0
|
||||
screen = 0
|
||||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
peasant_militia = 2
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_quilted_armor
|
||||
}
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
}
|
||||
|
||||
buy_cost = { gold = heavy_infantry_recruitment_cost }
|
||||
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
|
||||
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_moderate
|
||||
|
||||
holy_order_fallback = yes
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_heavy_infantry
|
||||
add = counter_synergy_ai_weight_heavy_infantry
|
||||
}
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = heavy_infantry_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = heavy_infantry
|
||||
}
|
||||
}
|
||||
|
||||
onager = {
|
||||
type = siege_weapon
|
||||
fights_in_main_phase = no
|
||||
|
||||
damage = 0
|
||||
toughness = 12
|
||||
|
||||
siege_tier = 1
|
||||
siege_value = 0.2
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_catapult
|
||||
NOR = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
has_cultural_pillar = heritage_korean
|
||||
has_cultural_pillar = heritage_japonic
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
}
|
||||
|
||||
buy_cost = { gold = onager_recruitment_cost }
|
||||
low_maintenance_cost = { gold = onager_low_maint_cost }
|
||||
high_maintenance_cost = { gold = onager_high_maint_cost }
|
||||
provision_cost = @provisions_cost_special_cheap
|
||||
|
||||
stack = 10
|
||||
allowed_in_hired_troops = no
|
||||
}
|
||||
|
||||
#Medieval Era
|
||||
armored_horsemen = {
|
||||
type = heavy_cavalry
|
||||
|
||||
damage = 100
|
||||
toughness = 35
|
||||
pursuit = 20
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
plains = { damage = 30 }
|
||||
drylands = { damage = 30 }
|
||||
hills = { damage = -20 }
|
||||
mountains = { damage = -75 }
|
||||
desert_mountains = { damage = -75 }
|
||||
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
archers = 1
|
||||
gunpowder = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_arched_saddle
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
||||
NOT = { has_access_to_maa = nomad_lancers }
|
||||
}
|
||||
|
||||
access_through_subject = {
|
||||
NOT = { has_access_to_maa = nomad_lancers }
|
||||
}
|
||||
|
||||
winter_bonus = {
|
||||
normal_winter = { damage = -10 toughness = -5 }
|
||||
harsh_winter = { damage = -20 toughness = -10 }
|
||||
}
|
||||
|
||||
buy_cost = { gold = heavy_cavalry_recruitment_cost }
|
||||
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
|
||||
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
|
||||
provision_cost = @provisions_cost_cavalry_expensive
|
||||
|
||||
stack = 50
|
||||
ai_quality = { value = culture_ai_weight_heavy_cavalry }
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = heavy_cavalry_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = heavy_cavalry
|
||||
}
|
||||
}
|
||||
|
||||
mangonel = {
|
||||
type = siege_weapon
|
||||
fights_in_main_phase = no
|
||||
|
||||
damage = 0
|
||||
toughness = 12
|
||||
|
||||
siege_tier = 2
|
||||
siege_value = 0.3
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_mangonel
|
||||
NOR = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
has_cultural_pillar = heritage_korean
|
||||
has_cultural_pillar = heritage_japonic
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
culture = { has_cultural_era_or_later = culture_era_early_medieval }
|
||||
}
|
||||
|
||||
buy_cost = { gold = mangonel_recruitment_cost }
|
||||
low_maintenance_cost = { gold = mangonel_low_maint_cost }
|
||||
high_maintenance_cost = { gold = mangonel_high_maint_cost }
|
||||
provision_cost = @provisions_cost_special_moderate
|
||||
|
||||
stack = 10
|
||||
allowed_in_hired_troops = no
|
||||
}
|
||||
|
||||
#High Medieval Era
|
||||
crossbowmen = {
|
||||
type = archers
|
||||
|
||||
damage = 42
|
||||
toughness = 18
|
||||
pursuit = 0
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
hills = { damage = 10 }
|
||||
plains = { toughness = -8 }
|
||||
drylands = { toughness = -8 }
|
||||
desert = { toughness = -8 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
heavy_infantry = 1
|
||||
heavy_cavalry = 1
|
||||
archer_cavalry = 0.5
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_advanced_bowmaking
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
||||
}
|
||||
|
||||
buy_cost = { gold = crossbowmen_recruitment_cost }
|
||||
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
|
||||
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_moderate
|
||||
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_crossbowmen
|
||||
}
|
||||
|
||||
holy_order_fallback = yes
|
||||
|
||||
stack = 100
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = crossbowmen_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = crossbowmen
|
||||
}
|
||||
}
|
||||
|
||||
trebuchet = {
|
||||
type = siege_weapon
|
||||
fights_in_main_phase = no
|
||||
|
||||
damage = 0
|
||||
toughness = 12
|
||||
|
||||
siege_tier = 3
|
||||
siege_value = 0.4
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_trebuchet
|
||||
NOR = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
has_cultural_pillar = heritage_korean
|
||||
has_cultural_pillar = heritage_japonic
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
culture = { has_cultural_era_or_later = culture_era_high_medieval }
|
||||
}
|
||||
|
||||
buy_cost = { gold = trebuchet_recruitment_cost }
|
||||
low_maintenance_cost = { gold = trebuchet_low_maint_cost }
|
||||
high_maintenance_cost = { gold = trebuchet_high_maint_cost }
|
||||
provision_cost = @provisions_cost_special_expensive
|
||||
|
||||
stack = 10
|
||||
allowed_in_hired_troops = no
|
||||
|
||||
}
|
||||
|
||||
#Late Medieval Era
|
||||
bombard = {
|
||||
type = siege_weapon
|
||||
fights_in_main_phase = no
|
||||
|
||||
damage = 0
|
||||
toughness = 12
|
||||
|
||||
siege_tier = 4
|
||||
siege_value = 0.6
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_cultural_parameter = unlock_late_medieval_gunpowder_units
|
||||
NOR = {
|
||||
has_cultural_pillar = heritage_chinese
|
||||
has_cultural_pillar = heritage_korean
|
||||
has_cultural_pillar = heritage_japonic
|
||||
}
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
culture = { has_cultural_era_or_later = culture_era_late_medieval }
|
||||
}
|
||||
|
||||
buy_cost = { gold = bombard_recruitment_cost }
|
||||
low_maintenance_cost = { gold = bombard_low_maint_cost }
|
||||
high_maintenance_cost = { gold = bombard_high_maint_cost }
|
||||
provision_cost = @provisions_cost_special_bankrupting
|
||||
|
||||
stack = 10
|
||||
allowed_in_hired_troops = no
|
||||
}
|
||||
|
||||
handgunners = {
|
||||
type = gunpowder
|
||||
|
||||
damage = 52
|
||||
toughness = 12
|
||||
pursuit = 0
|
||||
screen = 5
|
||||
|
||||
can_recruit = {
|
||||
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
|
||||
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
|
||||
}
|
||||
|
||||
terrain_bonus = {
|
||||
wetlands = { damage = -10 }
|
||||
floodplains = { damage = -5 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
buy_cost = { gold = handgunner_recruitment_cost }
|
||||
low_maintenance_cost = { gold = handgunner_low_maint_cost }
|
||||
high_maintenance_cost = { gold = handgunner_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_moderate
|
||||
|
||||
ai_quality = {
|
||||
value = counter_synergy_ai_weight_gunpowder
|
||||
}
|
||||
|
||||
stack = 100
|
||||
|
||||
icon = handgonne
|
||||
|
||||
}
|
||||
|
||||
# Special
|
||||
house_guard = {
|
||||
type = heavy_infantry
|
||||
can_recruit = {
|
||||
dynasty ?= {
|
||||
has_dynasty_perk = warfare_legacy_5
|
||||
}
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
|
||||
}
|
||||
}
|
||||
|
||||
damage = 40
|
||||
toughness = 32
|
||||
pursuit = 0
|
||||
screen = 24
|
||||
|
||||
counters = {
|
||||
pikemen = 2
|
||||
peasant_militia = 4
|
||||
archers = 2
|
||||
}
|
||||
|
||||
buy_cost = { gold = 50 }
|
||||
low_maintenance_cost = { gold = 0 }
|
||||
high_maintenance_cost = { gold = 1 }
|
||||
provision_cost = @provisions_cost_infantry_expensive
|
||||
|
||||
max_regiments = 1
|
||||
|
||||
stack = 100
|
||||
ai_quality = { value = 100 }
|
||||
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
|
||||
reference = heavy_infantry_asia
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = heavy_infantry
|
||||
}
|
||||
}
|
||||
|
||||
pikemen_militia = {
|
||||
type = peasant_militia
|
||||
|
||||
damage = 12
|
||||
toughness = 16
|
||||
pursuit = 10
|
||||
screen = 0
|
||||
|
||||
terrain_bonus = {
|
||||
mountains = { toughness = 8 }
|
||||
desert_mountains = { toughness = 8 }
|
||||
hills = { toughness = 4 }
|
||||
farmlands = { toughness = 8 }
|
||||
floodplains = { toughness = 8 }
|
||||
terraced_hills = { toughness = 8 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
light_cavalry = 1
|
||||
heavy_cavalry = 0.5
|
||||
camel_cavalry = 1
|
||||
}
|
||||
|
||||
special_recruit_only = yes
|
||||
|
||||
buy_cost = { gold = 0 }
|
||||
low_maintenance_cost = { gold = 0 }
|
||||
high_maintenance_cost = { gold = 0 }
|
||||
provision_cost = @provisions_cost_infantry_expensive
|
||||
|
||||
stack = 100
|
||||
ai_quality = { value = -100 }
|
||||
|
||||
allowed_in_hired_troops = no
|
||||
illustration = {
|
||||
trigger = {
|
||||
should_use_asian_maa_graphics = yes
|
||||
}
|
||||
reference = pikemen_militia_asia
|
||||
}
|
||||
illustration = {
|
||||
reference = pikemen_militia
|
||||
}
|
||||
}
|
||||
|
|
@ -124,6 +124,7 @@ ironsides = {
|
|||
archers = 1
|
||||
heavy_infantry = 2
|
||||
skirmishers = 2
|
||||
chemical_weapons = 1
|
||||
heavy_cavalry = 1
|
||||
}
|
||||
|
||||
|
|
@ -171,6 +172,7 @@ cuirassiers = { #Copy pasted Conrois, need to think of how to make them unique
|
|||
archers = 1
|
||||
light_cavalry = 1
|
||||
skirmishers = 1
|
||||
chemical_weapons = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
|
|
@ -210,6 +212,7 @@ columneers = {
|
|||
counters = {
|
||||
archers = 1
|
||||
skirmishers= 1
|
||||
chemical_weapons = 1
|
||||
peasant_militia = 1
|
||||
pikemen = 1
|
||||
}
|
||||
|
|
@ -346,6 +349,7 @@ spahis = {
|
|||
|
||||
counters = {
|
||||
skirmishers = 1
|
||||
chemical_weapons = 1
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
|
|
@ -440,12 +444,12 @@ carabineers = {
|
|||
|
||||
counters = {
|
||||
skirmishers = 1
|
||||
chemical_weapons = 1
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
|
||||
culture = { has_cultural_parameter = unlock_maa_horse_archers }
|
||||
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
|
||||
}
|
||||
|
||||
|
|
@ -485,6 +489,7 @@ cowboys = {
|
|||
|
||||
counters = {
|
||||
skirmishers = 1
|
||||
chemical_weapons = 1
|
||||
heavy_infantry = 1
|
||||
}
|
||||
|
||||
|
|
@ -508,6 +513,145 @@ cowboys = {
|
|||
}
|
||||
icon = horse_gunmen
|
||||
}
|
||||
|
||||
full_plate_footmen = {
|
||||
type = super_heavy_infantry
|
||||
|
||||
damage = 45
|
||||
toughness = 50
|
||||
pursuit = 0
|
||||
screen = 24
|
||||
|
||||
counters = {
|
||||
pikemen = 1
|
||||
light_cavalry = 1
|
||||
peasant_militia = 2
|
||||
skirmishers = 1
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
culture = {
|
||||
has_innovation = innovation_plate_armor
|
||||
}
|
||||
NOR = {
|
||||
government_has_flag = government_is_nomadic
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
}
|
||||
|
||||
terrain_bonus = {
|
||||
jungle = { damage = -40 toughness = -40 }
|
||||
terraced_hills = { damage = -20 toughness = -20 }
|
||||
mountains = { damage = -20 toughness = -20 }
|
||||
desert_mountains = { damage = -20 toughness = -20 }
|
||||
wetlands = { damage = -30 toughness = -30 }
|
||||
}
|
||||
buy_cost = { gold = super_heavy_infantry_recruitment_cost }
|
||||
low_maintenance_cost = { gold = super_heavy_infantry_low_maint_cost }
|
||||
high_maintenance_cost = { gold = super_heavy_infantry_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_moderate
|
||||
|
||||
|
||||
stack = 100
|
||||
ai_quality = {
|
||||
value = culture_ai_weight_heavy_infantry
|
||||
add = counter_synergy_ai_weight_heavy_infantry
|
||||
}
|
||||
|
||||
|
||||
illustration = {
|
||||
reference = ill_super_heavy_infantry
|
||||
}
|
||||
icon = super_heavy_infantry
|
||||
}
|
||||
|
||||
toxic_gas_slingers = {
|
||||
type = chemical_weapons
|
||||
|
||||
damage = 40
|
||||
toughness = 12
|
||||
pursuit = 10
|
||||
screen = 16
|
||||
|
||||
terrain_bonus = {
|
||||
forest = { damage = 4 toughness = 6 }
|
||||
taiga = { damage = 4 toughness = 6 }
|
||||
jungle = { damage = 4 toughness = 6 }
|
||||
}
|
||||
|
||||
counters = {
|
||||
heavy_infantry = 1
|
||||
pikemen = 1
|
||||
peasant_militia = 2
|
||||
super_heavy_infantry = 2
|
||||
}
|
||||
|
||||
can_recruit = {
|
||||
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_units < toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_buildings
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = ill_chemical_weapons
|
||||
}
|
||||
|
||||
should_show_when_unavailable = {
|
||||
government_allows = subject_men_at_arms
|
||||
}
|
||||
|
||||
buy_cost = { gold = chemical_weapons_recruitment_cost }
|
||||
low_maintenance_cost = { gold = chemical_weapons_low_maint_cost }
|
||||
high_maintenance_cost = { gold = chemical_weapons_high_maint_cost }
|
||||
provision_cost = @provisions_cost_infantry_cheap
|
||||
|
||||
stack = 50
|
||||
ai_quality = { value = culture_ai_weight_skirmishers }
|
||||
|
||||
}
|
||||
airships = {
|
||||
type = airship
|
||||
|
||||
damage = 300
|
||||
toughness = 100
|
||||
pursuit = 0
|
||||
screen = 300
|
||||
|
||||
siege_value = 0.5
|
||||
|
||||
terrain_bonus = {
|
||||
jungle = { damage = -35 toughness = 20 }
|
||||
terraced_hills = { damage = -35 }
|
||||
mountains = { damage = -100 }
|
||||
desert_mountains = { damage = -100 }
|
||||
hills = { damage = -35 }
|
||||
forest = { damage = -35 toughness = 20 }
|
||||
}
|
||||
|
||||
winter_bonus = {
|
||||
normal_winter = { damage = -30 toughness = -10 }
|
||||
harsh_winter = { damage = -60 toughness = -15 }
|
||||
}
|
||||
|
||||
buy_cost = { gold = airship_recruitment_cost }
|
||||
low_maintenance_cost = { gold = airship_low_maint_cost }
|
||||
high_maintenance_cost = { gold = airship_high_maint_cost }
|
||||
provision_cost = @provisions_cost_cavalry_bankrupting
|
||||
|
||||
can_recruit = {
|
||||
airships_raise_limit_existing_airships_units < airships_raise_limit_existing_airships_buildings
|
||||
}
|
||||
|
||||
illustration = {
|
||||
reference = ill_airship
|
||||
}
|
||||
stack = 20
|
||||
ai_quality = { value = culture_ai_weight_elephants }
|
||||
icon = airship
|
||||
}
|
||||
|
||||
guides = {
|
||||
type = light_cavalry
|
||||
|
||||
|
|
|
|||
|
|
@ -13,6 +13,10 @@
|
|||
@skirmisher_low_maint_cost = 0.15
|
||||
@skirmisher_high_maint_cost = @[skirmisher_low_maint_cost * high_maint_mult]
|
||||
|
||||
@chemical_weapons_recruitment_cost = 100
|
||||
@chemical_weapons_low_maint_cost = 0.4
|
||||
@chemical_weapons_high_maint_cost = @[chemical_weapons_low_maint_cost * high_maint_mult]
|
||||
|
||||
@militia_recruitment_cost = 30
|
||||
@militia_low_maint_cost = 0.15
|
||||
@militia_high_maint_cost = @[militia_low_maint_cost * high_maint_mult]
|
||||
|
|
@ -29,6 +33,10 @@
|
|||
@heavy_infantry_low_maint_cost = 0.4
|
||||
@heavy_infantry_high_maint_cost = @[heavy_infantry_low_maint_cost * high_maint_mult]
|
||||
|
||||
@super_heavy_infantry_recruitment_cost = 200
|
||||
@super_heavy_infantry_low_maint_cost = 0.8
|
||||
@super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_low_maint_cost * high_maint_mult]
|
||||
|
||||
@light_cavalry_recruitment_cost = 85
|
||||
@light_cavalry_low_maint_cost = 0.35
|
||||
@light_cavalry_high_maint_cost = @[light_cavalry_low_maint_cost * high_maint_mult]
|
||||
|
|
@ -51,6 +59,10 @@ skirmisher_recruitment_cost = @[skirmisher_recruitment_cost]
|
|||
skirmisher_low_maint_cost = @[skirmisher_low_maint_cost]
|
||||
skirmisher_high_maint_cost = @[skirmisher_high_maint_cost]
|
||||
|
||||
chemical_weapons_recruitment_cost = @[chemical_weapons_recruitment_cost]
|
||||
chemical_weapons_low_maint_cost = @[chemical_weapons_low_maint_cost]
|
||||
chemical_weapons_high_maint_cost = @[chemical_weapons_high_maint_cost]
|
||||
|
||||
militia_recruitment_cost = @[militia_recruitment_cost]
|
||||
militia_low_maint_cost = @[militia_low_maint_cost]
|
||||
militia_high_maint_cost = @[militia_high_maint_cost]
|
||||
|
|
@ -71,6 +83,10 @@ heavy_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost]
|
|||
heavy_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost]
|
||||
heavy_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost]
|
||||
|
||||
super_heavy_infantry_recruitment_cost = @[super_heavy_infantry_recruitment_cost]
|
||||
super_heavy_infantry_low_maint_cost = @[super_heavy_infantry_low_maint_cost]
|
||||
super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_high_maint_cost]
|
||||
|
||||
light_cavalry_recruitment_cost = @[light_cavalry_recruitment_cost]
|
||||
light_cavalry_low_maint_cost = @[light_cavalry_low_maint_cost]
|
||||
light_cavalry_high_maint_cost = @[light_cavalry_high_maint_cost]
|
||||
|
|
@ -362,6 +378,10 @@ war_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2]
|
|||
war_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.2]
|
||||
war_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.4]
|
||||
|
||||
airship_recruitment_cost = @[heavy_cavalry_recruitment_cost * 3]
|
||||
airship_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.6]
|
||||
airship_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.8]
|
||||
|
||||
guanch_vaulter_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
|
||||
guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
|
||||
guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
|
||||
|
|
@ -874,6 +894,100 @@ provisions_cost_special_bankrupting = 24
|
|||
# GUN MATH #
|
||||
############
|
||||
|
||||
airships_raise_limit_existing_airships_units = {
|
||||
value = 0
|
||||
|
||||
every_maa_regiment = {
|
||||
limit = {
|
||||
is_maa_type = airships
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
airships_raise_limit_existing_airships_buildings = {
|
||||
value = 0
|
||||
|
||||
every_realm_province = {
|
||||
limit = {
|
||||
has_building_or_higher = air_dock_01
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = air_dock_04
|
||||
}
|
||||
add = airships_building_limit_bonus_4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = air_dock_03
|
||||
}
|
||||
add = airships_building_limit_bonus_3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = air_dock_02
|
||||
}
|
||||
add = airships_building_limit_bonus_2
|
||||
}
|
||||
else = {
|
||||
add = airships_building_limit_bonus_1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
airships_building_limit_bonus_1 = 1
|
||||
airships_building_limit_bonus_2 = 2
|
||||
airships_building_limit_bonus_3 = 3
|
||||
airships_building_limit_bonus_4 = 4
|
||||
|
||||
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_units = {
|
||||
value = 0
|
||||
|
||||
every_maa_regiment = {
|
||||
limit = {
|
||||
is_maa_type = toxic_gas_slingers
|
||||
}
|
||||
add = 1
|
||||
}
|
||||
}
|
||||
|
||||
toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_buildings = {
|
||||
value = 0
|
||||
|
||||
every_realm_province = {
|
||||
limit = {
|
||||
has_building_or_higher = chemistry_workshop_01
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = chemistry_workshop_04
|
||||
}
|
||||
add = toxic_gas_slingers_building_limit_bonus_4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = chemistry_workshop_03
|
||||
}
|
||||
add = toxic_gas_slingers_building_limit_bonus_3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = chemistry_workshop_02
|
||||
}
|
||||
add = toxic_gas_slingers_building_limit_bonus_2
|
||||
}
|
||||
else = {
|
||||
add = toxic_gas_slingers_building_limit_bonus_1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
toxic_gas_slingers_building_limit_bonus_1 = 1
|
||||
toxic_gas_slingers_building_limit_bonus_2 = 2
|
||||
toxic_gas_slingers_building_limit_bonus_3 = 3
|
||||
toxic_gas_slingers_building_limit_bonus_4 = 4
|
||||
|
||||
militia_raise_limit_existing_militia_units = {
|
||||
value = 0
|
||||
|
||||
|
|
@ -892,22 +1006,10 @@ militia_raise_limit_existing_militia_buildings = {
|
|||
limit = {
|
||||
has_building_or_higher = city_01
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = city_04
|
||||
}
|
||||
add = militia_building_limit_bonus_4
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = city_03
|
||||
}
|
||||
add = militia_building_limit_bonus_3
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = city_02
|
||||
}
|
||||
add = militia_building_limit_bonus_2
|
||||
}
|
||||
else = {
|
||||
|
|
@ -918,8 +1020,6 @@ militia_raise_limit_existing_militia_buildings = {
|
|||
|
||||
militia_building_limit_bonus_1 = 1
|
||||
militia_building_limit_bonus_2 = 2
|
||||
militia_building_limit_bonus_3 = 3
|
||||
militia_building_limit_bonus_4 = 4
|
||||
|
||||
gunpowder_raise_limit_existing_gunpowder_units = {
|
||||
value = 0
|
||||
|
|
@ -930,6 +1030,9 @@ gunpowder_raise_limit_existing_gunpowder_units = {
|
|||
OR = {
|
||||
is_maa_type = handgunners
|
||||
is_maa_type = fire_lancers
|
||||
is_maa_type = carabineers
|
||||
is_maa_type = cowboys
|
||||
is_maa_type = redcoats
|
||||
}
|
||||
}
|
||||
add = 1
|
||||
|
|
|
|||
BIN
gfx/interface/icons/regimenttypes/airship.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/regimenttypes/airship.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/regimenttypes/chemical_weapons.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/regimenttypes/chemical_weapons.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/regimenttypes/super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/regimenttypes/super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_big/ill_airship.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_big/ill_airship.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_big/ill_chemical_weapons.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_big/ill_chemical_weapons.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_big/ill_super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_big/ill_super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_big/levies.dds
(Stored with Git LFS)
BIN
gfx/interface/illustrations/men_at_arms_big/levies.dds
(Stored with Git LFS)
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_small/ill_airship.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_small/ill_airship.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_small/ill_chemical_weapons.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_small/ill_chemical_weapons.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_small/ill_super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/illustrations/men_at_arms_small/ill_super_heavy_infantry.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/illustrations/men_at_arms_small/levies.dds
(Stored with Git LFS)
BIN
gfx/interface/illustrations/men_at_arms_small/levies.dds
(Stored with Git LFS)
Binary file not shown.
5649
gui/texticons.gui
Normal file
5649
gui/texticons.gui
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -33,4 +33,4 @@
|
|||
|
||||
# MAA Unlocks
|
||||
culture_parameter_unlock_maa_handgonners:0 "Can recruit [GetMaA('handgonners').GetName] as [men_at_arms|E]"
|
||||
culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('kuhjung').GetName] as [men_at_arms|E]"
|
||||
culture_parameter_unlock_maa_kuhjung:0 "Can recruit [GetMaA('cowboys').GetName] as [men_at_arms|E]"
|
||||
|
|
@ -62,7 +62,169 @@
|
|||
NEOW_militia:0 "Peasant Militia"
|
||||
NEOW_militia_flavor:1 "#F Trained to an above average level by a militarily Competent Noble these peasants will hold their own in the field#!"
|
||||
carabineers:0 "Carabineers"
|
||||
carabineers_flavor:1 "#F These professional soldiers combine their skills in the art of firearms and horse riding to achieve devastating results on the battlefield.#!"
|
||||
carabineers_flavor:1 "#F These professional soldiers combine their skills in the art of firearms and horse riding to achieve devastating results on the battlefield.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
|
||||
cowboys:0 "Sechsschüssere"
|
||||
cowboys_flavor:1 "#Armed with six pistols, these cavalrymen are renowned for their skilled marksmanship on horseback and ability to shattere infantry lines.#!"
|
||||
cowboys_flavor:1 "#Armed with six pistols, these cavalrymen are renowned for their skilled marksmanship on horseback and ability to shattere infantry lines.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
|
||||
game_concept_gun_cavalry:0 "Gun Cavalry"
|
||||
game_concept_gun_cavalry_desc:0 "$game_concept_gun_cavalry$ are mounted [men_at_arms|E] equipped with ranged weapons.\n\nWhile each kind of $game_concept_gun_cavalry$ is unique, they generally [counter|E] [heavy_infantry|E], and are in turn Countered by [archers|E] equipped with crossbows.\n\n$game_concept_gun_cavalry$ are also often strong on flat [terrain|E], particularly Steppe."
|
||||
|
||||
gun_cavalry_damage_add:0 "[gun_cavalry|E] [damage|E]"
|
||||
gun_cavalry_damage_mult:0 "$gun_cavalry_damage_add$"
|
||||
gun_cavalry_toughness_add:0 "[gun_cavalry|E] [toughness|E]"
|
||||
gun_cavalry_toughness_mult:0 "$gun_cavalry_toughness_add$"
|
||||
gun_cavalry_pursuit_add:0 "[gun_cavalry|E] [pursuit|E]"
|
||||
gun_cavalry_pursuit_mult:0 "$gun_cavalry_pursuit_add$"
|
||||
gun_cavalry_screen_add:0 "[gun_cavalry|E] [screen|E]"
|
||||
gun_cavalry_screen_mult:0 "$gun_cavalry_screen_add$"
|
||||
gun_cavalry_maintenance_mult:0 "[gun_cavalry|E] Maintenance"
|
||||
gun_cavalry_recruitment_cost_mult:0 "[gun_cavalry|E] Recruitment Cost"
|
||||
gun_cavalry_max_size_add:0 "Max Size of [gun_cavalry|E] [regiments|E]"
|
||||
|
||||
stationed_gun_cavalry_damage_add:0 "[stationed|E] [gun_cavalry|E] [damage|E]"
|
||||
stationed_gun_cavalry_damage_mult:0 "$stationed_gun_cavalry_damage_add$"
|
||||
stationed_gun_cavalry_toughness_add:0 "[stationed|E] [gun_cavalry|E] [toughness|E]"
|
||||
stationed_gun_cavalry_toughness_mult:0 "$stationed_gun_cavalry_toughness_add$"
|
||||
stationed_gun_cavalry_pursuit_add:0 "[stationed|E] [gun_cavalry|E] [pursuit|E]"
|
||||
stationed_gun_cavalry_pursuit_mult:0 "$stationed_gun_cavalry_pursuit_add$"
|
||||
stationed_gun_cavalry_screen_add:0 "[stationed|E] [gun_cavalry|E] [screen|E]"
|
||||
stationed_gun_cavalry_screen_mult:0 "$stationed_gun_cavalry_screen_add$"
|
||||
stationed_gun_cavalry_siege_value_add:0 "[stationed|E] [gun_cavalry|E] [siege_progress|E]"
|
||||
|
||||
mustered_gun_cavalry: "Mustered Gun Cavalry"
|
||||
mustered_gun_cavalry_desc: "The liege of this province has recently mustered the gun cavalry stationed here."
|
||||
gun_cavalry:0 "[gun_cavalry|E]"
|
||||
gun_cavalry_lowercase:0 "gun cavalry"
|
||||
game_concept_gun_cavalry:0 "Gun Cavalry"
|
||||
game_concept_gun_cavalry_desc:0 "$game_concept_gun_cavalry$ are mounted [men_at_arms|E] equipped with ranged weapons.\n\nWhile each kind of $game_concept_gun_cavalry$ is unique, they generally [counter|E] [heavy_infantry|E], and [skirmishers|E] and are in turn Countered by [archers|E] equipped with crossbows.\n\n$game_concept_gun_cavalry$ are also often strong on flat [terrain|E], particularly Steppe."
|
||||
|
||||
|
||||
super_heavy_infantry_damage_add:0 "[super_heavy_infantry|E] [damage|E]"
|
||||
super_heavy_infantry_damage_mult:0 "$super_heavy_infantry_damage_add$"
|
||||
super_heavy_infantry_toughness_add:0 "[super_heavy_infantry|E] [toughness|E]"
|
||||
super_heavy_infantry_toughness_mult:0 "$super_heavy_infantry_toughness_add$"
|
||||
super_heavy_infantry_pursuit_add:0 "[super_heavy_infantry|E] [pursuit|E]"
|
||||
super_heavy_infantry_pursuit_mult:0 "$super_heavy_infantry_pursuit_add$"
|
||||
super_heavy_infantry_screen_add:0 "[super_heavy_infantry|E] [screen|E]"
|
||||
super_heavy_infantry_screen_mult:0 "$super_heavy_infantry_screen_add$"
|
||||
super_heavy_infantry_maintenance_mult:0 "[super_heavy_infantry|E] Maintenance"
|
||||
super_heavy_infantry_recruitment_cost_mult:0 "[super_heavy_infantry|E] Recruitment Cost"
|
||||
super_heavy_infantry_max_size_add:0 "Max Size of [super_heavy_infantry|E] [regiments|E]"
|
||||
|
||||
stationed_super_heavy_infantry_damage_add:0 "[stationed|E] [super_heavy_infantry|E] [damage|E]"
|
||||
stationed_super_heavy_infantry_damage_mult:0 "$stationed_super_heavy_infantry_damage_add$"
|
||||
stationed_super_heavy_infantry_toughness_add:0 "[stationed|E] [super_heavy_infantry|E] [toughness|E]"
|
||||
stationed_super_heavy_infantry_toughness_mult:0 "$stationed_super_heavy_infantry_toughness_add$"
|
||||
stationed_super_heavy_infantry_pursuit_add:0 "[stationed|E] [super_heavy_infantry|E] [pursuit|E]"
|
||||
stationed_super_heavy_infantry_pursuit_mult:0 "$stationed_super_heavy_infantry_pursuit_add$"
|
||||
stationed_super_heavy_infantry_screen_add:0 "[stationed|E] [super_heavy_infantry|E] [screen|E]"
|
||||
stationed_super_heavy_infantry_screen_mult:0 "$stationed_super_heavy_infantry_screen_add$"
|
||||
stationed_super_heavy_infantry_siege_value_add:0 "[stationed|E] [super_heavy_infantry|E] [siege_progress|E]"
|
||||
|
||||
mustered_super_heavy_infantry: "Mustered Super Heavy Infantry"
|
||||
mustered_super_heavy_infantry_desc: "The liege of this province has recently mustered the super heavy infantry stationed here."
|
||||
super_heavy_infantry:0 "[super_heavy_infantry|E]"
|
||||
super_heavy_infantry_lowercase:0 "super heavy infantry"
|
||||
game_concept_super_heavy_infantry:0 "Super Heavy Infantry"
|
||||
game_concept_super_heavy_infantry_desc:0 "Super Heavy Infantry are [men_at_arms|E] who fight on foot, with the heaviest of armor and weapons.\n\nWhile each kind of Super Heavy Infantry is unique, they generally [counter|E] [spearmen|E], [light_cavalry|E], [peasant_militia|E] and [skirmishers|E]."
|
||||
full_plate_footmen:0 "Full Plate Footmen"
|
||||
full_plate_footmen_flavor:1 "#F Resistent to Shot and Bolt these Footmen stride across the battlefield carrying great weapons practically immune to the oncoming hail of fire.#!"
|
||||
|
||||
airship_damage_add:0 "[airship|E] [damage|E]"
|
||||
airship_damage_mult:0 "$airship_damage_add$"
|
||||
airship_toughness_add:0 "[airship|E] [toughness|E]"
|
||||
airship_toughness_mult:0 "$airship_toughness_add$"
|
||||
airship_pursuit_add:0 "[airship|E] [pursuit|E]"
|
||||
airship_pursuit_mult:0 "$airship_pursuit_add$"
|
||||
airship_screen_add:0 "[airship|E] [screen|E]"
|
||||
airship_screen_mult:0 "$airship_screen_add$"
|
||||
airship_maintenance_mult:0 "[airship|E] Maintenance"
|
||||
airship_recruitment_cost_mult:0 "[airship|E] Recruitment Cost"
|
||||
airship_max_size_add:0 "Max Size of [airship|E] [regiments|E]"
|
||||
|
||||
stationed_airship_damage_add:0 "[stationed|E] [airship|E] [damage|E]"
|
||||
stationed_airship_damage_mult:0 "$stationed_airship_damage_add$"
|
||||
stationed_airship_toughness_add:0 "[stationed|E] [airship|E] [toughness|E]"
|
||||
stationed_airship_toughness_mult:0 "$stationed_airship_toughness_add$"
|
||||
stationed_airship_pursuit_add:0 "[stationed|E] [airship|E] [pursuit|E]"
|
||||
stationed_airship_pursuit_mult:0 "$stationed_airship_pursuit_add$"
|
||||
stationed_airship_screen_add:0 "[stationed|E] [airship|E] [screen|E]"
|
||||
stationed_airship_screen_mult:0 "$stationed_airship_screen_add$"
|
||||
stationed_airship_siege_value_add:0 "[stationed|E] [airship|E] [siege_progress|E]"
|
||||
|
||||
mustered_airship: "Mustered Airships"
|
||||
mustered_airship_desc: "The liege of this province has recently mustered the airships stationed here."
|
||||
airship:0 "[airship|E]"
|
||||
airship_lowercase:0 "airships"
|
||||
airships:0 "Airships"
|
||||
airships_flavor:1 "#F Expensive and hard to maintain, these airships use coal gas and fragile engines to hover over the battlefield, dropping death on fortifications and hunting down fleeing enemies. They can scout too.#!\n#help Enabled by the [GetBuilding('air_dock_01').GetName].#!"
|
||||
game_concept_airship:0 "Airships"
|
||||
game_concept_airship_desc:0 "Airships are [men_at_arms|E] that fly above the battlefield, dropping grenades and firing down at enemies.\n\nWhile each airship's design has its own particularities, they almost universally use coal gas for buoyancy and a stirling engine to drive their propellers, allowing them to soar far above the range of most but the keenest of archers and the strongest siege engines.\n\n$game_concept_airship$ are also often weak on rough [terrain|E]"
|
||||
|
||||
chemical_weapons_damage_add:0 "[chemical_weapons|E] [damage|E]"
|
||||
chemical_weapons_damage_mult:0 "$chemical_weapons_damage_add$"
|
||||
chemical_weapons_toughness_add:0 "[chemical_weapons|E] [toughness|E]"
|
||||
chemical_weapons_toughness_mult:0 "$chemical_weapons_toughness_add$"
|
||||
chemical_weapons_pursuit_add:0 "[chemical_weapons|E] [pursuit|E]"
|
||||
chemical_weapons_pursuit_mult:0 "$chemical_weapons_pursuit_add$"
|
||||
chemical_weapons_screen_add:0 "[chemical_weapons|E] [screen|E]"
|
||||
chemical_weapons_screen_mult:0 "$chemical_weapons_screen_add$"
|
||||
chemical_weapons_maintenance_mult:0 "[chemical_weapons|E] Maintenance"
|
||||
chemical_weapons_recruitment_cost_mult:0 "[chemical_weapons|E] Recruitment Cost"
|
||||
chemical_weapons_max_size_add:0 "Max Size of [chemical_weapons|E] [regiments|E]"
|
||||
|
||||
stationed_chemical_weapons_damage_add:0 "[stationed|E] [chemical_weapons|E] [damage|E]"
|
||||
stationed_chemical_weapons_damage_mult:0 "$stationed_chemical_weapons_damage_add$"
|
||||
stationed_chemical_weapons_toughness_add:0 "[stationed|E] [chemical_weapons|E] [toughness|E]"
|
||||
stationed_chemical_weapons_toughness_mult:0 "$stationed_chemical_weapons_toughness_add$"
|
||||
stationed_chemical_weapons_pursuit_add:0 "[stationed|E] [chemical_weapons|E] [pursuit|E]"
|
||||
stationed_chemical_weapons_pursuit_mult:0 "$stationed_chemical_weapons_pursuit_add$"
|
||||
stationed_chemical_weapons_screen_add:0 "[stationed|E] [chemical_weapons|E] [screen|E]"
|
||||
stationed_chemical_weapons_screen_mult:0 "$stationed_chemical_weapons_screen_add$"
|
||||
stationed_chemical_weapons_siege_value_add:0 "[stationed|E] [chemical_weapons|E] [siege_progress|E]"
|
||||
|
||||
mustered_chemical_weapons: "Mustered Chemical Weapon Specialists"
|
||||
mustered_chemical_weapons_desc: "The liege of this province has recently mustered the chemical weapon specialists stationed here."
|
||||
chemical_weapons:0 "[chemical weapons|E]"
|
||||
chemical_weapons_lowercase:0 "chemical weapons"
|
||||
toxic_gas_slingers:0 "Toxic Gas Slingers"
|
||||
toxic_gas_slingers_flavor:1 "#F Expensive and hard to maintain, these Toxic Gas Slingers use chemical weapons such as Chlorine gas thrown in a ceramic pot via a sling. They wear gas masks for their own safety.#!\n#help Enabled by the [GetBuilding('chemistry_workshop_01').GetName].#!"
|
||||
game_concept_chemical_weapons:0 "Chemical Weapon Specialists"
|
||||
game_concept_chemical_weapons_desc:0 "Chemical Weapon Specialists are [men_at_arms|E] who fight on foot, with the heaviest of armor and weapons.\n\nWhile each kind of Heavy Infantry is unique, they generally [counter|E] [spearmen|E], [super_heavy_infantry|E], [heavy_infantry|E] and [peasant_militia|E]."
|
||||
|
||||
building_type_air_dock_01: "Airship Complex"
|
||||
building_type_air_dock_01_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
|
||||
|
||||
building_type_air_dock_02: "Airship Complex"
|
||||
building_type_air_dock_02_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
|
||||
|
||||
building_type_air_dock_03: "Airship Complex"
|
||||
building_type_air_dock_03_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
|
||||
|
||||
building_type_air_dock_04: "Airship Complex"
|
||||
building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
|
||||
building_air_dock_01: "Airship Complex"
|
||||
building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured."
|
||||
air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!"
|
||||
air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!"
|
||||
air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
|
||||
air_dock_4_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_4')|0]#!"
|
||||
|
||||
chemistry_workshop_01: "Chemical Workshop"
|
||||
chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
|
||||
|
||||
chemistry_workshop_02: "Chemical Workshop"
|
||||
chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
|
||||
|
||||
chemistry_workshop_03: "Chemical Workshop"
|
||||
chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised."
|
||||
|
||||
chemistry_workshop_04: "Chemical Workshop"
|
||||
chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
|
||||
building_chemistry_workshop_01: "Chemical Workshop"
|
||||
building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
|
||||
chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
|
||||
chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!"
|
||||
chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!"
|
||||
chemistry_workshop_4_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_4')|0]#!"
|
||||
city_1_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_1')|0]#!"
|
||||
city_2_effect_desc: "$unlocks_building_desc$[peasant_militia|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('militia_building_limit_bonus_2')|0]#!"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue