various britain changes

This commit is contained in:
edwardtheelbowhigh 2025-11-23 20:29:03 +00:00
parent ca3decf6d8
commit cc1ad19755
4 changed files with 774 additions and 0 deletions

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#### Local Types ####
@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
@advanced_bowmaking = "gfx/interface/icons/culture_innovations/innovation_advanced_bowmaking.dds"
@knighthood = "gfx/interface/icons/culture_innovations/innovation_knighthood.dds"
@heraldry = "gfx/interface/icons/culture_innovations/innovation_heraldry.dds"
@windmills = "gfx/interface/icons/culture_innovations/innovation_windmills.dds"
@siege_tower = "gfx/interface/icons/culture_innovations/innovation_auh_siege_tower.dds"
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
#culture_group_military
innovation_hoardings = {
skill = stewardship
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @fortifications
custom = unlock_high_medieval_fortification_buildings
flag = global_regular
flag = high_medieval_era_regular
}
innovation_trebuchet = {
skill = learning
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @siege_weapons
custom = unlock_siege_maa_third_level
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_korean
}
}
icon = @siege_tower
name = innovation_trebuchet_chinese
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_castle_baileys = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @levy_building
custom = unlock_high_medieval_military_buildings
character_modifier = {
levy_reinforcement_rate = 0.15
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_men_at_arms = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @maa_02
character_modifier = {
men_at_arms_cap = 1
men_at_arms_limit = 4
men_at_arms_title_limit = 1
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_knighthood = {
skill = martial
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @knighthood
character_modifier = {
active_accolades = 1
glory_hound_opinion = 5
knight_effectiveness_mult = 0.2
accolade_glory_gain_mult = 0.1
}
custom = students_of_knighthood
custom = more_glory_hounds
flag = global_regular
flag = high_medieval_era_regular
}
innovation_advanced_bowmaking = {
skill = learning
group = culture_group_military
culture_era = culture_era_high_medieval
icon = @advanced_bowmaking
custom = unlock_maa_crossbowmen
unlock_building = workshops_01
#maa_upgrade = {
# type = archers
# damage = 3
#}
custom = eligible_accolade_crossbower_attribute
flag = global_regular
flag = high_medieval_era_regular
}
#culture_group_civic
innovation_heraldry = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @heraldry
unlock_law = high_partition_succession_law
unlock_law = single_heir_dynasty_house
custom = more_courtly
flag = global_regular
flag = high_medieval_era_regular
}
innovation_windmills = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @windmills
unlock_building = windmills_01
unlock_building = watermills_01
county_modifier = {
building_slot_add = 1
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_divine_right = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @majesty_03
unlock_casus_belli = de_jure_cb
custom = multiple_claim_wars_others
custom = unlock_palatinate_contract
custom = more_zealot
character_modifier = {
short_reign_duration_mult = -0.1
monthly_piety_gain_mult = 0.1
title_creation_cost_mult = -0.2
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_land_grants = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @administration_3
custom = fabricate_claim_speed
custom = cb_discount_prestige_10
custom = more_parochial
flag = global_regular
flag = high_medieval_era_regular
}
innovation_scutage = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @leadership_2
custom = unlock_scutage_contract
character_modifier = {
republic_government_tax_contribution_mult = 0.05
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_guilds = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @nobility_01
custom = unlock_high_medieval_economic_buildings
unlock_building = caravanserai_01
county_modifier = {
building_slot_add = 1
}
flag = global_regular
flag = high_medieval_era_regular
}
innovation_development_03 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @civil_construction_2
custom = reduce_develop_county_penalty_03
flag = global_regular
flag = high_medieval_era_regular
}
innovation_currency_03 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
icon = @majesty_02
character_modifier = {
development_growth_factor = 0.1
}
flag = global_regular
flag = high_medieval_era_regular
}
### culture_group_regional ###
innovation_east_settling = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
region = custom_europe_eastern_germany
icon = @misc_inventions
custom = promote_culture_speed
character_modifier = {
development_growth_factor = 0.15
}
flag = global_regional
flag = high_medieval_era_regional
}
innovation_seigneurialism = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_europe_west_francia
icon = @administration_1
character_modifier = {
domain_tax_mult = 0.05
}
flag = global_regional
flag = high_medieval_era_regional
}
innovation_muladi = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_africa_north
icon = @nobility_02
character_modifier = {
different_culture_opinion = 10
development_growth_factor = 0.10
}
flag = global_regional
flag = high_medieval_era_regional
}
innovation_french_peerage = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_high_medieval
region = world_europe_west_francia
icon = @nobility_03
can_progress = { #Unlocked by event.
custom_description = {
text = "innovation_unlocked_by_decision_trigger"
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_promoted_gothic_innovations
}
}
}
character_modifier = {
courtly_opinion = 5
fellow_vassal_opinion = -10
vassal_tax_contribution_mult = 0.1
}
flag = global_regional
flag = high_medieval_era_regional
}

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#### Local Types ####
@administration_1 = "gfx/interface/icons/culture_innovations/innovation_administration_01.dds"
@administration_2 = "gfx/interface/icons/culture_innovations/innovation_administration_02.dds"
@administration_3 = "gfx/interface/icons/culture_innovations/innovation_administration_03.dds"
@civil_construction_1 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_01.dds"
@civil_construction_2 = "gfx/interface/icons/culture_innovations/innovation_civil_construction_02.dds"
@leadership_1 = "gfx/interface/icons/culture_innovations/innovation_leadership_01.dds"
@leadership_2 = "gfx/interface/icons/culture_innovations/innovation_leadership_02.dds"
@raised_banner = "gfx/interface/icons/culture_innovations/innovation_raised_banner.dds"
@fortifications = "gfx/interface/icons/culture_innovations/innovation_fortifications.dds"
@siege_weapons = "gfx/interface/icons/culture_innovations/innovation_siege_weapons.dds"
@levy_building = "gfx/interface/icons/culture_innovations/innovation_levy_building.dds"
@maa_01 = "gfx/interface/icons/culture_innovations/innovation_maa_01.dds"
@maa_02 = "gfx/interface/icons/culture_innovations/innovation_maa_02.dds"
@weapons_and_armor_01 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_01.dds"
@weapons_and_armor_02 = "gfx/interface/icons/culture_innovations/innovation_weapons_and_armor_02.dds"
@knight = "gfx/interface/icons/culture_innovations/innovation_knight.dds"
@hird = "gfx/interface/icons/culture_innovations/innovation_hird.dds"
@longboats = "gfx/interface/icons/culture_innovations/innovation_longboats.dds"
@majesty_01 = "gfx/interface/icons/culture_innovations/innovation_majesty_01.dds"
@majesty_02 = "gfx/interface/icons/culture_innovations/innovation_majesty_02.dds"
@majesty_03 = "gfx/interface/icons/culture_innovations/innovation_majesty_03.dds"
@nobility_01 = "gfx/interface/icons/culture_innovations/innovation_nobility_01.dds"
@nobility_02 = "gfx/interface/icons/culture_innovations/innovation_nobility_02.dds"
@nobility_03 = "gfx/interface/icons/culture_innovations/innovation_nobility_03.dds"
@nobility_04 = "gfx/interface/icons/culture_innovations/innovation_nobility_04.dds"
@gunpowder = "gfx/interface/icons/culture_innovations/innovation_gunpowder.dds"
@innovation_farm = "gfx/interface/icons/culture_innovations/innovation_farm.dds"
@coins = "gfx/interface/icons/culture_innovations/innovation_welfare_01.dds"
@misc_inventions = "gfx/interface/icons/culture_innovations/innovation_misc_inventions.dds"
@gunpowder_02 = "gfx/interface/icons/culture_innovations/innovation_bombards.dds"
@sappers = "gfx/interface/icons/culture_innovations/innovation_sappers.dds"
@plate_armor = "gfx/interface/icons/culture_innovations/innovation_plate_armor.dds"
@fire_dragon = "gfx/interface/icons/culture_innovations/innovation_auh_cannon.dds"
@camel = "gfx/interface/icons/culture_innovations/innovation_camel.dds"
@elephant = "gfx/interface/icons/culture_innovations/innovation_elephant.dds"
@special_maa_01 = "gfx/interface/icons/culture_innovations/innovation_special_maa_01.dds"
@special_maa_02 = "gfx/interface/icons/culture_innovations/innovation_special_maa_02.dds"
#culture_group_military
innovation_machicolations = {
skill = stewardship
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @fortifications
custom = unlock_late_medieval_fortification_buildings
flag = global_regular
flag = late_medieval_era_regular
}
innovation_gunpowder = {
skill = learning
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @gunpowder_02
parameters = {
unlock_late_medieval_gunpowder_units = yes
unlock_powder_magazines = yes
}
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_japonic
has_cultural_pillar = heritage_korean
}
}
icon = @fire_dragon
}
custom = unlock_siege_maa_fourth_level
flag = global_regular
flag = late_medieval_era_regular
}
innovation_royal_armory = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @levy_building
custom = unlock_late_medieval_military_buildings
character_modifier = {
levy_reinforcement_rate = 0.15
}
flag = global_regular
flag = late_medieval_era_regular
}
innovation_standing_armies = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @leadership_2
character_modifier = {
men_at_arms_cap = 1
men_at_arms_limit = 5
men_at_arms_title_limit = 1
}
custom = more_belligerents
flag = global_regular
flag = late_medieval_era_regular
}
innovation_sappers = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @sappers
character_modifier = {
siege_phase_time = -0.1
}
flag = global_regular
flag = late_medieval_era_regular
}
innovation_plate_armor = {
skill = martial
group = culture_group_military
culture_era = culture_era_late_medieval
icon = @plate_armor
maa_upgrade = {
type = heavy_infantry
toughness = 10
}
maa_upgrade = {
type = heavy_cavalry
toughness = 20
}
flag = global_regular
flag = late_medieval_era_regular
}
#culture_group_civic
innovation_primogeniture = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @majesty_01
unlock_law = single_heir_succession_law
unlock_law = single_heir_succession_law_youngest
custom = more_zealot
flag = global_regular
flag = late_medieval_era_regular
}
innovation_cranes = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @civil_construction_1
custom = unlock_late_medieval_economic_buildings
character_modifier = {
build_speed = -0.15
}
flag = global_regular
flag = late_medieval_era_regular
}
innovation_noblesse_oblige = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @nobility_03
character_modifier = {
courtly_opinion = 5
parochial_opinion = 5
fellow_vassal_opinion = 5
accolade_glory_gain_mult = 0.1
}
flag = global_regular
flag = late_medieval_era_regular
}
innovation_rightful_ownership = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @leadership_1
character_modifier = {
title_creation_cost_mult = -0.2
}
custom = cb_discount_prestige_10
custom = more_glory_hounds
}
innovation_ermine_cloaks = { # now 'Exotic Regalia' in-game
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @majesty_03
asset = {
trigger = {
OR = {
has_cultural_pillar = heritage_frankish
has_cultural_pillar = heritage_iberian
has_cultural_pillar = heritage_latin
has_cultural_pillar = heritage_central_germanic
has_cultural_pillar = heritage_west_germanic
has_cultural_pillar = heritage_north_germanic
has_cultural_pillar = heritage_brythonic
has_cultural_pillar = heritage_goidelic
has_cultural_pillar = heritage_west_slavic
has_cultural_pillar = heritage_east_slavic
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_magyar
has_cultural_pillar = heritage_baltic
}
}
icon = @majesty_03
name = innovation_ermine_cloaks_ermine
}
character_modifier = {
vassal_limit = 20
}
flag = global_regular
flag = late_medieval_era_regular
}
innovation_court_officials = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @nobility_02
character_modifier = {
domain_limit = 1
tax_slot_add = 1
}
custom = more_courtly
flag = global_regular
flag = late_medieval_era_regular
}
innovation_development_04 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @misc_inventions
custom = reduce_develop_county_penalty_04
custom = more_parochial
flag = global_regular
flag = late_medieval_era_regular
}
innovation_currency_04 = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
icon = @administration_1
character_modifier = {
development_growth_factor = 0.1
}
flag = global_regular
flag = late_medieval_era_regular
}
### culture_group_regional ###
innovation_wierdijks = {
skill = stewardship
group = culture_group_civic
culture_era = culture_era_late_medieval
region = custom_netherlands
icon = @civil_construction_2
character_modifier = {
levy_size = 0.01 #Not that kind of levee!
city_holding_build_speed = -0.1
city_holding_holding_build_speed = -0.1
development_growth_factor = 0.1
}
flag = global_regional
flag = late_medieval_era_regional
}
innovation_condottieri = {
skill = intrigue
group = culture_group_military
culture_era = culture_era_late_medieval
region = world_europe_south_italy
icon = @maa_01
character_modifier = {
same_culture_mercenary_hire_cost_mult = -0.25
}
culture_modifier = {
mercenary_count_mult = 1
}
flag = global_regional
flag = late_medieval_era_regional
}
innovation_deccan_unity = {
skill = diplomacy
group = culture_group_civic
culture_era = culture_era_late_medieval
region = world_india_deccan
icon = @nobility_04
character_modifier = {
same_faith_opinion = 5
}
flag = global_regional
flag = late_medieval_era_regional
}

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key = {
type = type_name
# ( optional ) Triggered illustrations used for MaA type. Can be repeated multiple times with different triggers and images
# fist valid will be chosen for display
# It's highly recommended to have last illustration without any triggers as a fallback or when illustration
# is shown without army or regiment or potential owner character - when it's impossible to run a trigger
#
# If no illustration is provided, object key will be used as file name,just like other icons for other scipt types
#
# root: - culture
illustration = {
trigger = { ... } # trigger that enables specific illustration
reference = file_name # Name of .dds texture file in REGIMENTYPE_HORIZONTAL_IMAGE_PATH and REGIMENTYPE_VERTICAL_IMAGE_PATH
}
icon = file_name # ( optional ) Override for key when no illustrations are provided
special_recruit_only = no # Can *never* be directly recruited in GUI or by AI, only created via code or effect (use this instead of `can_recruit = { always = no }`)
can_recruit = {} # Trigger in character scope for whether you can recruit it. Optional. Mutually exclusive with being unlocked by innovation
# Has scope:title set when trying to recruit title MaA
pursuit = 10 # Damage dealt in pursuit phase if on winning side
screen = 10 # Damage mitigated in pursuit phase if on losing side
damage = 50 # Damage dealt
toughness = 40 # Ability to absorb damage
siege_value = 0.1 # How much it contributes to sieges
max = 3 # Overrides base MaA size limit. Is added with any other MaA size bonuses
fights_in_main_phase = no # If set, only affects the pursuit phase. Handy for siege weapons
siege_tier = 1 # How good it is at countering forts
buy_cost = { gold = 0 prestige = 0 piety = 0 } # Costs. Support gold, prestige, and piety
low_maintenance_cost = { gold = 2 } # Maintenance paid when the regiment is unraised and fully reinforced or when reinforcement is disabled
high_maintenance_cost = { gold = 10 } # Maintenance paid when the regiment is raised or not fully reinforced
# Terrain bonuses pursuit, siege_value, etc.
terrain_bonus = {
plains = { damage = 10 }
}
# What archetypes it counters, and how much. The number is how many subregiments it counters
counters = {
pikemen = 1
archers = 1
}
stack = 100 # Size of one sub-regiment
hired_stack_size = 25 # size of sub-regiment for the purpose of hired troops. If not set, this will be the same as the "stack" value
ai_quality = { ... } # Script value in character scope. Used in addition to a quality calculation (based on TOUGHNESS_SCORE_MULT, etc.) to figure out what the AI should buy/disband
fallback_in_hired_troops_if_unlocked = yes # Mercs/holy orders won't have a preference towards this MaA if it is unlocked
mercenary_fallback = no # Mercenary will have a lower priority to use this type
holy_order_fallback = no # Holy order will have a lower priority to use this type
allowed_in_hired_troops = yes # MaA type can be used in hired troops
max_sub_regiments = -1 # If positive, only one reginemt of this type can be created, and have this maximum size. Unaffected by bonuses to MaA regiment size
provision_cost = 0 # The amount of provison cost for this MAA type when moving your domicile
}
== Base type modifiers ==
All get prefixed with the base type. E.G., "max_size_add" will become type_key_max_size_add.
max_size_add/mult
siege_value_add/mult
damage_add/mult
toughness_add/mult
pursuit_add/mult
screen_add/mult
maintenance_mult
recruitment_cost_mult

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l_english:
LV_HEADER:0 "Levies"
LV_COUNTS:0 "[LevyView.GetLivingCount|0]/[LevyView.GetMaxCount|0]"
LV_FLAVOR:1 "Levies consist of Freemen Militias, local sellswords, and lesser nobles equipped with the always available Spears, Axes, and Bows — they have limited organised training and make up the bulk of armies, they improve with innovations."
LV_RAISED:0 "[LevyView.GetRaisedCount|0] raised"
LV_UNRAISED:0 "Unraised"
LV_MAINTENANCE:0 "Maintenance: [gold_i][LevyView.GetMaintenanceCost|2]/month"
LV_NO_COUNTERS:0 "Levies never [counter|E] other Types"