MAA stuff added

This commit is contained in:
Fishedotjpg 2026-02-22 15:33:46 +00:00
parent 2804f9fdf5
commit c7bf0ed3e9
20 changed files with 7199 additions and 27 deletions

View file

@ -12,6 +12,7 @@
city_01 = {
construction_time = slow_construction_time
effect_desc = city_1_effect_desc
#Meshes (Indented for readability)
asset = {
@ -1022,7 +1023,7 @@ city_02 = {
city_03 = {
construction_time = slow_construction_time
effect_desc = city_2_effect_desc
#Meshes (Indented for readability)
asset = {
type = pdxmesh

View file

@ -6888,6 +6888,354 @@ croke_park_02 = {
flag = travel_point_of_interest_martial
}
chemistry_workshop_01 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_1_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
chemistry_workshop_02 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_2_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
chemistry_workshop_03 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_3_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = chemistry_workshop_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
chemistry_workshop_04 = {
construction_time = standard_construction_time
effect_desc = chemistry_workshop_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
stationed_chemical_weapons_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
air_dock_01 = {
construction_time = standard_construction_time
effect_desc = air_dock_1_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 01 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_1_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_1
stationed_airship_toughness_mult = high_maa_toughness_tier_1
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_02
ai_value = {
base = 12
ai_tier_1_building_modifier = yes
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = {
factor = 0
building_farm_estates_requirement_terrain = yes
NOT = {
has_building_or_higher = farm_estates_01
}
}
modifier = {
factor = 0
building_orchards_requirement_terrain = yes
NOT = {
has_building_or_higher = orchards_01
}
}
modifier = {
factor = 0
has_holding_type = city_holding
}
modifier = {
factor = 0
has_holding_type = church_holding
}
}
}
air_dock_02 = {
construction_time = standard_construction_time
effect_desc = air_dock_2_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 02 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_2_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_2
stationed_airship_toughness_mult = high_maa_toughness_tier_2
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_03
ai_value = {
base = 9
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
modifier = { # Fill all building slots before going for upgrades
factor = 0
free_building_slots > 0
}
}
}
air_dock_03 = {
construction_time = standard_construction_time
effect_desc = air_dock_3_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 03 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_3_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_3
stationed_airship_toughness_mult = high_maa_toughness_tier_3
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
next_building = air_dock_04
ai_value = {
base = 8
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
air_dock_04 = {
construction_time = standard_construction_time
effect_desc = air_dock_4_effect_desc
can_construct_potential = {
building_requirement_castle_city_church = { LEVEL = 04 }
}
can_construct_showing_failures_only = {
building_requirement_tribal = no
}
cost_gold = expensive_building_tier_4_cost
province_modifier = {
stationed_airship_damage_mult = high_maa_damage_tier_4
stationed_airship_toughness_mult = high_maa_toughness_tier_4
}
character_modifier = {
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
type_icon = "icon_structure_hosios_loukas.dds"
ai_value = {
base = 7
ai_general_building_modifier = yes
directive_to_build_military_modifier = yes
}
}
########################################
# GERMANIA
########################################

View file

@ -1,2 +1,14 @@
neow_the_event = {
}
gun_cavalry = {
texture = "gfx/interface/icons/regimenttypes/horse_gunmen.dds"
}
super_heavy_infantry = {
texture = "gfx/interface/icons/regimenttypes/super_heavy_infantry.dds"
}
airship = {
texture = "gfx/interface/icons/regimenttypes/airship.dds"
}
chemical_weapons = {
texture = "gfx/interface/icons/regimenttypes/chemical_weapons.dds"
}

View file

@ -0,0 +1,732 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
light_footmen = {
type = skirmishers
damage = 10
toughness = 16
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
}
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 = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
bowmen = {
type = archers
damage = 25
toughness = 10
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 4 }
forest = { toughness = 4 screen = 4 }
taiga = { toughness = 4 screen = 4 }
}
counters = {
skirmishers = 1
chemical_weapons = 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 = bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = counter_synergy_ai_weight_archers
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
light_horsemen = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
hills = { damage = -5 }
mountains = { damage = -10 pursuit = -20 }
desert_mountains = { damage = -15 pursuit = -20 }
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
}
}

View file

@ -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

View file

@ -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

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@ -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]"

View file

@ -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]#!"