############################# # REALM CULTURAL TRADITIONS # ############################# tradition_court_eunuchs = { category = realm layers = { 0 = intrigue 1 = mediterranean 4 = ceremony.dds } can_pick = { custom_tooltip = { text = cannot_have_tradition_byzantine_succession NOT = { culture_tradition:tradition_byzantine_succession = { is_in_list = traits } } } custom_tooltip = { scope:character = { OR = { any_courtier = { is_eunuch_trigger = yes } any_vassal = { is_eunuch_trigger = yes } any_councillor = { is_eunuch_trigger = yes } } } text = no_eunuch_in_realms } } parameters = { can_castrate_prisoners = yes eunuch_trait_bonuses = yes can_appoint_chief_eunuch = yes family_castration = yes } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { any_councillor = { is_eunuch_trigger = yes } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = no_eunuch_councillors_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_court_eunuchs } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOT = { scope:character = { any_councillor = { is_eunuch_trigger = yes } } } } multiply = 0 } } } tradition_legalistic = { category = realm layers = { 0 = learning 1 = mediterranean 4 = quill.dds } is_shown = { # strict laws are heavily tied to the Religion during this era scope:character.faith = { OR = { has_doctrine = doctrine_spiritual_head has_doctrine = doctrine_temporal_head } } } parameters = { cheaper_to_change_laws = yes just_trait_more_common = yes just_trait_gives_bonuses = yes vassals_more_likely_accept_punishments = yes legalistic_administrator_bonuses = yes legalistic_internal_yurt_unlock = yes } character_modifier = { title_creation_cost_mult = -0.3 vassal_limit = 30 monthly_prestige_gain_per_dread_mult = -0.01 tyranny_gain_mult = 0.25 tax_slot_add = 1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_egalitarian_or_courtly_desc } } if = { limit = { NOT = { has_innovation = innovation_baliffs } } add = { value = tradition_unfulfilled_criteria_penalty desc = lacks_baliffs_innovation_desc } } if = { limit = { NOT = { has_innovation = innovation_development_02 } } add = { value = tradition_unfulfilled_criteria_penalty desc = lacks_development_02_innovation_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_legalistic } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { scope:character = { any_vassal = { count < 30 } } } multiply = 0.5 } if = { limit = { NOR = { has_innovation = innovation_baliffs has_innovation = innovation_development_02 } } multiply = 0.25 } } } tradition_republican_legacy = { category = regional layers = { 0 = steward 1 = mediterranean 4 = laurel.dds } is_shown = { NOT = { has_cultural_tradition = tradition_parochialism } } can_pick = { OR ={ this = culture:roman any_parent_culture_or_above = { this = culture:roman } } NOT = { has_cultural_tradition = tradition_parochialism } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { can_make_republican_vassals = yes unlock_innovation_pike_columns = yes city_buildings_more_powerful = yes city_buildings_less_control = yes republican_vassals_pay_more = yes more_parochial_vassals = yes next_level_cities = yes } character_modifier = { city_holding_build_gold_cost = -0.05 city_holding_holding_build_gold_cost = -0.05 barons_and_minor_landholders_opinion = -20 parochial_opinion = -20 parochial_tax_contribution_mult = 0.1 parochial_levy_contribution_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.9 culture = scope:character.culture any_county_province = { has_holding_type = city_holding } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = 90_percent_cities_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_republican_legacy } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.15 culture = scope:character.culture any_county_province = { has_holding_type = city_holding } } } } } multiply = 0 } if = { limit = { NOT = { scope:character = { any_vassal = { primary_title.tier > tier_county government_has_flag = government_is_special_republic } } } } multiply = 0 } } } tradition_hereditary_hierarchy = { category = realm layers = { 0 = diplo 1 = western 4 = king.dds } can_pick = { scope:character = { government_has_flag = government_is_feudal } } parameters = { poorly_educated_leaders_distrusted = yes loyal_trait_more_valued = yes } character_modifier = { castle_holding_holding_build_gold_cost = -0.05 feudal_government_tax_contribution_mult = 0.1 long_reign_bonus_mult = 0.25 tyranny_loss_mult = -0.5 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { primary_title.tier >= tier_kingdom any_vassal = { count >= 10 primary_title.tier >= tier_county government_has_flag = government_is_feudal } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = king_with_vassals_desc } } if = { limit = { OR = { has_variable = defensive_traditionalist_discount has_variable = aggressive_traditionalist_discount } } add = { value = traditionalist_discount desc = traditionalist_discount_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_hereditary_hierarchy } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOT = { scope:character.primary_title.tier >= tier_kingdom } } multiply = 0 } } } tradition_esteemed_hospitality = { category = realm layers = { 0 = diplo 1 = mena 4 = greeting.dds } is_shown = { } can_pick = { } parameters = { courtiers_and_guests_less_likely_to_join_schemes = yes cheaper_guest_recruitment = yes cheaper_court_positions = yes more_hostage_acceptance = yes } character_modifier = { courtier_and_guest_opinion = 10 owned_personal_scheme_success_chance_add = 5 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { NOT = { has_cultural_pillar = heritage_iranian } } add = { value = tradition_unfulfilled_criteria_penalty desc = iranian_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_esteemed_hospitality } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } multiply = 0 } } } tradition_gardening = { category = realm layers = { 0 = steward 1 = mediterranean 4 = garden_architects.dds } can_pick = { custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { enable_garden_duchy_building = yes can_appoint_court_gardener = yes can_recruit_gardeners = yes } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { NOT = { any_culture_county = { count >= 10 any_county_province = { OR = { has_building_or_higher = orchards_01 has_building_or_higher = plantations_01 has_building_or_higher = cereal_fields_01 } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = gardening_buildings_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_gardening } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOT = { culture_pillar:ethos_courtly = { is_in_list = traits } } } multiply = 0 } } } tradition_tribe_unity = { category = realm layers = { 0 = martial 1 = mena 4 = crown.dds } is_shown = { #Replaced by Strong Kinship NOR = { this = culture:gaelic this = culture:scottish any_parent_culture_or_above = { OR = { this = culture:gaelic this = culture:scottish } } } } can_pick = { custom_tooltip = { text = requires_tribal_or_clan_government_trigger scope:character = { OR = { government_has_flag = government_is_clan government_has_flag = government_is_tribal } } } } parameters = { bonuses_from_patriarch_matriarch_trait = yes cultural_house_personal_scheme_success_chance = yes landing_house_members_give_prestige = yes penalty_for_revoking_titles_from_house_members = yes loyal_trait_more_valued = yes tribal_holding_stationed_bonus = yes } character_modifier = { dynasty_house_opinion = 10 opinion_of_liege = -5 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_spiritual_or_stoic_desc } } if = { limit = { exists = scope:character.house NOT = { scope:character.house = { any_house_member = { count >= 3 has_relation_friend = scope:character } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = house_friends_desc } } if = { limit = { has_variable = defensive_traditionalist_discount } add = { value = traditionalist_discount desc = traditionalist_discount_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_tribe_unity } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { NOT = { scope:character = { OR = { government_has_flag = government_is_clan government_has_flag = government_is_tribal government_has_flag = government_is_administrative } } } } multiply = 0 } } } tradition_astute_diplomats = { category = realm layers = { 0 = diplo 1 = western 4 = diplomat.dds } parameters = { cannot_attack_allies = yes cannot_attack_truces = yes facilitate_alliance_acceptance = yes facilitate_white_peace = yes extra_language_cap_2 = yes astute_diplomat_bonus = yes unlocks_purchase_truce = yes cultrad_unlocks_t4_bounties_for_whispers = yes } character_modifier = { learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_astute_diplomats } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 } } tradition_collective_lands = { category = realm layers = { 0 = learning 1 = indian 4 = farmland.dds } can_pick = { custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { grants_to_lowborns_bonuses = yes collective_lands_farms_bonuses = yes peasant_leader_is_inherited = yes } county_modifier = { development_growth_factor = 0.1 monthly_county_control_growth_factor = -0.2 build_speed = 0.2 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_egalitarian_or_stoic_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NOT = { any_ruler = { count >= 2 culture = prev primary_title.tier >= tier_county has_trait = peasant_leader } } } trigger_else = { always = yes } } add = { value = tradition_unfulfilled_criteria_penalty desc = rulers_with_peasant_leader_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_collective_lands } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 800 if = { limit = { NOT = { scope:character = { OR = { has_trait = peasant_leader any_parent = { has_trait = peasant_leader } } } } } multiply = 0 } } } tradition_female_only_inheritance = { category = realm layers = { 0 = learning 1 = indian 4 = crown.dds } is_shown = { NOT = { has_game_rule = inversed_gender_equality } } can_pick = { custom_tooltip = { NOT = { has_cultural_tradition = tradition_nubian_warrior_queens } OR = { has_cultural_pillar = heritage_senegambian has_cultural_pillar = heritage_akan has_cultural_pillar = heritage_west_african has_cultural_pillar = heritage_yoruba any_parent_culture_or_above = { OR = { this = culture:nubian this = culture:daju } } scope:character.faith = { has_doctrine_parameter = female_dominated_law } } text = tradition_female_only_inheritance_requirements } scope:character = { primary_title = { NOR = { has_title_law = male_only_law has_title_law = male_preference_law } } NOR = { has_realm_law = male_only_law has_realm_law = male_preference_law } } } parameters = { female_only_inheritance = yes female_preference_inheritance = yes } character_modifier = { opinion_of_female_rulers = 10 opinion_of_male_rulers = -10 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { has_game_rule = inversed_gender_equality culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_egalitarian_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NOT = { any_ruler = { count >= 5 culture = prev primary_title.tier >= tier_county is_female = yes } } } trigger_else = { always = no } } add = { value = tradition_unfulfilled_criteria_penalty desc = five_female_rulers_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_female_only_inheritance } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 25 if = { limit = { NOT = { scope:character = { is_female = yes } } } multiply = 0 } } } tradition_equal_inheritance = { category = realm layers = { 0 = diplo 1 = western 4 = crown.dds } can_pick = { NOR = { has_cultural_tradition = tradition_nubian_warrior_queens has_cultural_tradition = tradition_nubian_warrior_kings } } parameters = { gender_equal_inheritance = yes } doctrine_character_modifier = { name = tradition_equal_inheritance_name doctrine = doctrine_gender_male_dominated opinion_of_female_rulers = 10 } doctrine_character_modifier = { name = tradition_equal_inheritance_name doctrine = doctrine_gender_female_dominated opinion_of_male_rulers = 10 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_egalitarian_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NAND = { any_ruler = { count >= 3 culture = prev primary_title.tier >= tier_county is_male = yes } any_ruler = { count >= 3 culture = prev primary_title.tier >= tier_county is_female = yes } } } trigger_else = { always = yes } } add = { value = tradition_unfulfilled_criteria_penalty desc = three_gender_rulers_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_equal_inheritance } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 25 if = { limit = { NOR = { scope:character = { is_female = yes faith = { has_doctrine_parameter = male_dominated_law } } scope:character = { is_male = yes faith = { has_doctrine_parameter = female_dominated_law } } } } multiply = 0 } } } tradition_roman_legacy = { category = realm layers = { 0 = martial 1 = mediterranean 4 = laurel.dds } is_shown = { OR = { has_cultural_pillar = heritage_byzantine has_cultural_pillar = heritage_caucasian } #replaced by new Byzantine traditions has_ep3_dlc_trigger = no } can_pick = { } parameters = { unlock_maa_cataphract = yes } province_modifier = { } character_modifier = { levy_size = -0.25 men_at_arms_recruitment_cost = -0.15 men_at_arms_maintenance = -0.15 levy_reinforcement_rate = -0.25 heavy_infantry_max_size_add = 2 heavy_cavalry_max_size_add = 2 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_egalitarian_or_courtly_desc } } if = { limit = { NOT = { any_culture_county = { count >= 50 any_county_province = { geographical_region = custom_eastern_roman_empire } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_roman_empire_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_roman_legacy } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 } } tradition_metal_craftsmanship = { category = realm layers = { 0 = steward 1 = mediterranean 4 = tools.dds } parameters = { better_armory_buildings = yes better_blacksmith_buildings = yes next_level_smiths = yes metalworkers_internal_yurt_unlock = yes nomadic_metal_artifact_unlock = yes } character_modifier = { maa_toughness_mult = 0.1 army_maintenance_mult = 0.1 levy_toughness = 2 nomadic_horde_toughness_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_bureaucratic_or_stoic_desc } } if = { limit = { NOT = { any_culture_county = { count >= 1 any_county_province = { has_any_special_mine_trigger = yes } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = has_a_special_mine_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_metal_craftsmanship } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { any_culture_county = { count >= 1 any_county_province = { has_building_or_higher = blacksmiths_01 } } } } multiply = 0.25 } else_if = { limit = { any_culture_county = { count >= 8 any_county_province = { has_building_or_higher = blacksmiths_01 } } } multiply = 2 } } } tradition_family_entrepreneurship = { category = realm layers = { 0 = steward 1 = indian 4 = noble.dds } can_pick = { custom_tooltip = { text = not_numerous_close_family_desc scope:character = { any_close_family_member = { count >= 10 is_alive = yes } } } } parameters = { close_family_better_councillors = yes close_family_better_court_positions = yes penalty_for_revoking_titles_from_close_family = yes } character_modifier = { close_relative_opinion = 5 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_or_courtly_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NOT = { scope:character = { any_close_family_member = { percent > 0.5 save_temporary_opinion_value_as = { name = target_opinion target = scope:character } scope:target_opinion >= 80 } } } } trigger_else = { always = no } } add = { value = tradition_unfulfilled_criteria_penalty desc = not_strong_opinion_close_family_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_family_entrepreneurship } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOR = { has_cultural_pillar = heritage_west_african has_cultural_pillar = heritage_central_african has_cultural_pillar = heritage_chinese has_cultural_pillar = heritage_indo_aryan } } multiply = 0 } if = { limit = { scope:character = { any_close_family_member = { count < 15 } } } multiply = 0.25 } } } tradition_wedding_ceremonies = { category = realm layers = { 0 = diplo 1 = indian 4 = greeting.dds } parameters = { better_spouses = yes marriage_acceptance_bonus = yes cannot_divorce = yes adulterer_fornicator_penalties = yes hostile_scheme_success_chance_vs_spouse_penalty = yes } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } any_ruler = { count >= 5 primary_title.tier >= tier_county culture = prev has_trait = adulterer } } trigger_else = { always = no } } add = { value = tradition_unfulfilled_criteria_penalty desc = rulers_with_adulterer_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_wedding_ceremonies } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } multiply = 0 } } } tradition_culture_blending = { category = realm layers = { 0 = learning 1 = indian 4 = conversation.dds } is_shown = { has_dlc_feature = hybridize_culture } parameters = { cheaper_to_hybridize = yes learns_more_languages = yes } culture_modifier = { cultural_acceptance_gain_mult = 0.25 } character_modifier = { max_learn_language_schemes_add = 1 learn_language_scheme_phase_duration_add = medium_scheme_phase_duration_bonus_value } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_or_egalitarian_desc } } if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.3 NOT = { culture = root } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = multiple_cultures_in_realm_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_culture_blending } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { is_divergent_culture = no } multiply = 0 } } } tradition_isolationist = { category = realm layers = { 0 = intrigue 1 = mediterranean 4 = noble.dds } parameters = { courtiers_less_likely_to_leave_same_culture_court = yes dislikes_marrying_outside_of_culture = yes ai_doesnt_marry_outside_culture = yes less_likely_to_culture_convert = yes less_plague_spread_culture = yes cultrad_unlocks_t3_strengthen_sentries = yes cultrad_unlocks_t3_redouble_guards = yes } culture_modifier = { cultural_acceptance_gain_mult = -0.35 } character_modifier = { diplomatic_range_mult = -0.25 same_culture_opinion = 5 ai_war_chance = -0.5 ai_war_cooldown = 5 } county_modifier = { monthly_county_control_growth_add = 0.5 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_spiritual_or_stoic_desc } } if = { limit = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_neighboring_county = { NOT = { culture = scope:character.culture } culture = { cultural_acceptance = { target = scope:character.culture value >= 40 } } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = non_tolerated_cultures_desc } } if = { limit = { OR = { has_variable = defensive_traditionalist_discount has_variable = aggressive_traditionalist_discount } } add = { value = traditionalist_discount desc = traditionalist_discount_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_isolationist } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { is_divergent_culture = yes } } multiply = 0 } if = { limit = { culture_pillar:ethos_egalitarian = { is_in_list = traits } } multiply = 0 } } } tradition_fervent_temple_builders = { category = realm layers = { 0 = learning 1 = mediterranean 4 = temple.dds } can_pick = { custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { more_fervor_on_church_construction = yes prestige_from_temple_construction = yes build_bonuses_on_religious_traits = yes temple_next_level = yes tribals_can_into_temples = yes } character_modifier = { ai_zeal = 25 church_holding_build_gold_cost = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_spiritual_or_stoic_desc } } if = { limit = { trigger_if = { limit = { scope:character = { is_ai = no } } NOT = { any_ruler = { count >= 5 culture = prev primary_title.tier >= tier_county faith = scope:character.faith has_trait = zealous } } } trigger_else = { always = no } } add = { value = tradition_unfulfilled_criteria_penalty desc = rulers_with_same_faith_zealous_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_fervent_temple_builders } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { culture_pillar:ethos_spiritual = { is_in_list = traits } } multiply = 4 } if = { limit = { scope:character ?= { government_has_flag = government_is_tribal primary_title.tier >= tier_kingdom piety_level >= 3 } } multiply = 4 } } } tradition_agrarian = { category = realm layers = { 0 = steward 1 = indian 4 = farmland.dds } can_pick = { custom_tooltip = { text = culture_in_farmlands_or_floodplains_terrain_desc any_culture_county = { any_county_province = { OR = { terrain = farmlands terrain = floodplains } } } } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { content_trait_more_common = yes martial_education_worse_outcomes = yes hard_working_traits_more_valued = yes } character_modifier = { men_at_arms_recruitment_cost = 0.25 prowess = -2 floodplains_travel_danger = floodplains_medium_danger_reduction } county_modifier = { farmlands_development_growth_factor = 0.3 farmlands_construction_gold_cost = -0.1 floodplains_development_growth_factor = 0.3 floodplains_construction_gold_cost = -0.1 farmlands_levy_size = 0.1 floodplains_levy_size = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { count >= 5 any_county_province = { OR = { terrain = farmlands terrain = floodplains } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_farmlands_or_floodplains_terrain_count_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_agrarian } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { count >= 2 culture = scope:character.culture any_county_province = { OR = { terrain = farmlands terrain = floodplains } } } } } } multiply = 0 } if = { limit = { scope:character = { government_has_flag = government_is_tribal } } multiply = 0 } } } tradition_pastoralists = { category = realm layers = { 0 = steward 1 = mena 4 = horses.dds } can_pick = { custom_tooltip = { text = culture_in_plains_or_steppe_terrain_desc any_culture_county = { percent >= 0.4 any_county_province = { OR = { terrain = plains terrain = steppe geographical_region = world_steppe } } } } } parameters = { pastures_building_bonuses = yes farm_estates_pastures_unlock = yes better_herders_pasturalists = yes } character_modifier = { negate_health_penalty_add = 0.15 prowess = 1 plains_fertility_growth_mult = low_culture_county_fertility_value_mult steppe_fertility_growth_mult = low_culture_county_fertility_value_mult drylands_fertility_growth_mult = low_culture_county_fertility_value_mult desert_fertility_growth_mult = low_culture_county_fertility_value_mult } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_communal_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.6 any_county_province = { OR = { terrain = plains terrain = steppe geographical_region = world_steppe } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_plains_or_steppe_terrain_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_pastoralists } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.6 culture = scope:character.culture any_county_province = { OR = { terrain = plains terrain = steppe } } } } } } multiply = 0 } } } tradition_parochialism = { category = realm layers = { 0 = intrigue 1 = mediterranean 4 = city.dds } is_shown = { #Replaced by tradition_republican_legacy NOT = { has_cultural_tradition = tradition_republican_legacy } NOR ={ this = culture:roman any_parent_culture_or_above = { this = culture:roman } } } can_pick = { NOR ={ this = culture:roman any_parent_culture_or_above = { this = culture:roman } } NOT = { has_cultural_tradition = tradition_republican_legacy } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { city_buildings_more_powerful = yes city_buildings_less_control = yes more_parochial_vassals = yes next_level_cities = yes } character_modifier = { city_holding_build_gold_cost = -0.05 city_holding_holding_build_gold_cost = -0.05 barons_and_minor_landholders_opinion = -20 parochial_opinion = -20 parochial_tax_contribution_mult = 0.1 parochial_levy_contribution_mult = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_courtly_communal_or_spiritual_desc } } if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.9 culture = scope:character.culture any_county_province = { has_holding_type = city_holding } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = 90_percent_cities_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_parochialism } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 200 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.15 culture = scope:character.culture any_county_province = { has_holding_type = city_holding } } } } } multiply = 0 } if = { limit = { NOT = { scope:character = { any_vassal = { primary_title.tier > tier_county government_has_flag = government_is_special_republic } } } } multiply = 0 } } } tradition_ruling_caste = { category = realm layers = { 0 = intrigue 1 = mediterranean 4 = king.dds } parameters = { peasant_and_populist_factions_less_common = yes expensive_convert_to_local_culture = yes less_likely_to_promote_culture = yes } culture_modifier = { cultural_acceptance_gain_mult = -0.25 } character_modifier = { dread_per_tyranny_add = 0.3 dread_decay_mult = -0.3 revolting_siege_morale_loss_mult = 0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_or_courtly_desc } } if = { limit = { scope:character = { any_councillor = { NOR = { culture = scope:character.culture is_spouse_of = scope:character # Might be hard to have the right culture for the Spouse; but we can remove this helper if needed } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = has_other_cultures_in_council_desc } } if = { limit = { has_variable = aggressive_traditionalist_discount } add = { value = traditionalist_discount desc = traditionalist_discount_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ruling_caste } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { scope:character.dread < 25 } multiply = 0.5 } if = { limit = { scope:character.tyranny < 25 } multiply = 0.5 } } } tradition_staunch_traditionalists = { category = realm layers = { 0 = intrigue 1 = western 4 = king.dds } is_shown = { has_dlc_feature = hybridize_culture } can_pick = { NOT = { has_cultural_tradition = tradition_fp3_fierce_independence } } parameters = { stubborn_trait_more_common = yes expensive_convert_to_local_culture = yes harder_to_hybridize = yes less_likely_to_culture_convert = yes } character_modifier = { controlled_province_advantage = 5 monthly_county_control_growth_add = 0.3 cultural_head_fascination_mult = -0.05 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOR = { culture_pillar:ethos_communal = { is_in_list = traits } culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_communal_spiritual_or_stoic_desc } } if = { limit = { scope:character = { any_sub_realm_county = { NOT = { culture = scope:character.culture } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = has_other_cultures_in_realm_desc } } if = { limit = { OR = { has_variable = defensive_traditionalist_discount has_variable = aggressive_traditionalist_discount } } add = { value = traditionalist_discount desc = traditionalist_discount_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_staunch_traditionalists } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 50 if = { limit = { NOT = { is_divergent_culture = yes } } multiply = 0 } if = { limit = { culture_pillar:ethos_egalitarian = { is_in_list = traits } } multiply = 0 } } } tradition_hill_dwellers = { category = realm layers = { 0 = steward 1 = indian 4 = desert_mountains.dds } is_shown = { #Cannot be picked if you have access to Highland Farming NOT = { has_cultural_tradition = tradition_amharic_highlanders } NOR = { this = culture:ethiopian any_parent_culture_or_above = { this = culture:ethiopian } } } can_pick = { custom_description = { text = culture_in_hills_desc any_culture_county = { any_county_province = { terrain = hills } } } } parameters = { hill_farms_building_bonuses = yes hills_hunt_success_chance = yes windmills_hill_farms_unlock = yes } character_modifier = { hills_travel_danger = hills_medium_danger_reduction hills_fertility_growth_mult = low_culture_county_fertility_value_mult } county_modifier = { hills_development_growth_factor = 0.2 } province_modifier = { hills_construction_gold_cost = -0.1 hills_holding_construction_gold_cost = -0.1 hills_fertility_growth_add = 0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = hills } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = hill_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_hill_dwellers } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { terrain = hills } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { terrain = hills } } } multiply = 8 } } } tradition_forest_folk = { category = realm layers = { 0 = steward 1 = mena 4 = forest.dds } is_shown = { NOR = { #These cultures instead get Forest Wardens Tradition has_cultural_pillar = heritage_balto_finnic has_cultural_pillar = heritage_volga_finnic has_cultural_pillar = heritage_ugro_permian has_cultural_pillar = heritage_baltic has_cultural_tradition = tradition_forest_wardens } } can_pick = { custom_description = { text = culture_in_forest_desc any_culture_county = { any_county_province = { OR = { terrain = forest terrain = taiga } } } } } parameters = { logging_camps_building_bonuses = yes forest_hunt_success_chance = yes watermills_forestries_unlock = yes } character_modifier = { forest_travel_danger = forest_medium_danger_reduction taiga_travel_danger = taiga_medium_danger_reduction forest_fertility_growth_mult = medium_culture_county_fertility_value_mult taiga_fertility_growth_mult = medium_culture_county_fertility_value_mult } county_modifier = { forest_development_growth_factor = 0.15 taiga_development_growth_factor = 0.15 } province_modifier = { forest_construction_gold_cost = -0.1 taiga_construction_gold_cost = -0.1 forest_holding_construction_gold_cost = -0.1 taiga_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = forest terrain = taiga } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = forest_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_forest_folk } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { OR = { terrain = forest terrain = taiga } } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { OR = { terrain = forest terrain = taiga } } } } multiply = 8 } } } tradition_mountain_homes = { category = realm layers = { 0 = steward 1 = mena 4 = mountain.dds } is_shown = { NOR = { #This is replaced by Himalayan Settlers, Mountaineer Ruralism and Mountain Herding. has_cultural_tradition = tradition_himalayan_settlers has_cultural_tradition = tradition_mountaineer_ruralism has_cultural_pillar = heritage_arabic has_cultural_pillar = heritage_berber has_cultural_pillar = heritage_tibetan has_cultural_pillar = heritage_qiangic has_cultural_pillar = heritage_west_slavic any_culture_county = { title_province = { geographical_region = world_himalaya } } } } can_pick = { custom_description = { text = culture_in_mountains_desc any_culture_county = { any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } parameters = { quarries_building_bonuses = yes prestige_gain_on_building_complete_in_mountains = yes mountains_hunt_success_chance = yes } character_modifier = { mountains_travel_danger = mountains_medium_danger_reduction desert_mountains_travel_danger = desert_mountains_medium_danger_reduction mountains_fertility_growth_mult = high_culture_county_fertility_value_mult desert_mountains_fertility_growth_mult = high_culture_county_fertility_value_mult } county_modifier = { mountains_development_growth_factor = 0.2 desert_mountains_development_growth_factor = 0.35 } province_modifier = { mountains_construction_gold_cost = -0.1 desert_mountains_construction_gold_cost = -0.1 mountains_holding_construction_gold_cost = -0.1 desert_mountains_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = mountain_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_mountain_homes } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { OR = { terrain = mountains terrain = desert_mountains } } } } multiply = 8 } } } tradition_dryland_dwellers = { category = realm layers = { 0 = steward 1 = mena 4 = desert.dds } can_pick = { custom_description = { text = culture_in_dryland_desc any_culture_county = { any_county_province = { OR = { terrain = drylands terrain = desert } } } } custom_tooltip = { #FP3 addition text = cannot_have_tradition_irrigation_experts NOT = { culture_tradition:tradition_fp3_irrigation_experts = { is_in_list = traits } } } } parameters = { plantations_building_bonuses = yes drylands_hunt_success_chance = yes } character_modifier = { desert_travel_danger = desert_medium_danger_reduction drylands_travel_danger = drylands_medium_danger_reduction desert_mountains_travel_danger = desert_mountains_medium_danger_reduction drylands_fertility_growth_mult = medium_culture_county_fertility_value_mult desert_fertility_growth_mult = medium_culture_county_fertility_value_mult } county_modifier = { desert_development_growth_factor = 0.35 drylands_development_growth_factor = 0.15 } province_modifier = { desert_construction_gold_cost = -0.1 drylands_construction_gold_cost = -0.1 desert_holding_construction_gold_cost = -0.1 drylands_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { OR = { terrain = drylands terrain = desert } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = dry_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_dryland_dwellers } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { OR = { terrain = drylands terrain = desert } } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { OR = { terrain = drylands terrain = desert } } } } multiply = 8 } } } tradition_jungle_dwellers = { category = realm layers = { 0 = steward 1 = indian 4 = jungle.dds } is_shown = { NOR = { has_cultural_pillar = heritage_akan has_cultural_pillar = heritage_yoruba has_cultural_tradition = tradition_hidden_cities } } can_pick = { custom_description = { text = culture_in_jungle_desc any_culture_county = { any_county_province = { terrain = jungle } } } } parameters = { outposts_building_bonuses = yes jungle_hunt_success_chance = yes } character_modifier = { jungle_travel_danger = jungle_medium_danger_reduction } county_modifier = { jungle_development_growth_factor = 0.25 } province_modifier = { jungle_construction_gold_cost = -0.1 jungle_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = jungle } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = jungle_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_jungle_dwellers } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.2 culture = scope:character.culture any_county_province = { terrain = jungle } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { terrain = jungle } } } multiply = 8 } } } tradition_wetlanders = { category = realm layers = { 0 = diplo 1 = western 4 = svamp.dds } can_pick = { custom_tooltip = { text = culture_in_wetlands_desc any_culture_county = { any_county_province = { terrain = wetlands } } } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { peat_quarries_building_bonuses = yes wetlands_hunt_success_chance = yes } character_modifier = { wetlands_advantage = 10 wetlands_travel_danger = wetlands_high_danger_reduction floodplains_travel_danger = floodplains_high_danger_reduction } county_modifier = { wetlands_development_growth_factor = 0.25 } province_modifier = { wetlands_construction_gold_cost = -0.15 wetlands_holding_construction_gold_cost = -0.15 wetlands_levy_size = 0.1 wetlands_supply_limit_mult = 0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_pillar:ethos_bellicose = { is_in_list = traits } } add = { value = tradition_incompatible_ethos_penalty desc = culture_not_bellicose } } if = { limit = { NOT = { any_culture_county = { count >= 3 any_county_province = { terrain = wetlands } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_wetlands_count_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_wetlanders } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { count >= 3 culture = scope:character.culture any_county_province = { terrain = wetlands } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { terrain = wetlands } } } multiply = 8 } } } tradition_hidden_cities = { category = realm layers = { 0 = steward 1 = mena 4 = city2.dds } is_shown = { OR = { has_cultural_pillar = heritage_akan has_cultural_pillar = heritage_yoruba } NOT = { has_cultural_tradition = tradition_jungle_dwellers } } can_pick = { custom_description = { text = culture_in_jungle_desc any_culture_county = { any_county_province = { terrain = jungle } } } } parameters = { tribal_holding_fort_level_in_jungle_bonus = yes castle_holding_fort_level_in_jungle_bonus = yes } character_modifier = { jungle_travel_danger = jungle_high_danger_reduction } county_modifier = { jungle_development_growth_factor = 0.35 } province_modifier = { jungle_construction_gold_cost = -0.1 jungle_holding_construction_gold_cost = -0.1 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_inventive_desc } } if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = jungle } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = jungle_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_hidden_cities } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { terrain = jungle } } } } multiply = 0 } if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { has_holding_type = city_holding terrain = jungle } } } } } multiply = 0.25 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { terrain = wetlands } } } multiply = 8 } } } tradition_ancient_miners = { category = realm is_shown = { always = no } layers = { 0 = martial 1 = mediterranean 4 = tools.dds } parameters = { ancient_miners_quarries_building_bonuses = yes can_build_quarries_everywhere = yes # actually can be built everywhere } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_ancient_miners } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 if = { limit = { NOT = { scope:character = { any_sub_realm_county = { culture = scope:character.culture any_county_province = { terrain = hills } } } } } multiply = 0 } } } tradition_castle_keepers = { category = realm layers = { 0 = martial 1 = western 4 = city.dds } can_pick = { custom_tooltip = { scope:character = { OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan } } text = must_be_feudal_or_clan } custom_tooltip = { text = cannot_have_tradition_city_keepers NOT = { culture_tradition:tradition_city_keepers = { is_in_list = traits } } } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { castle_fortifications_increase = yes castle_grant_prestige = yes architect_trait_prestige = yes ai_more_likely_to_castle = yes ai_more_likely_to_fortify = yes } character_modifier = { castle_holding_holding_build_speed = 0.1 castle_holding_holding_build_gold_cost = 0.2 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirements. if = { limit = { NOR = { culture_pillar:ethos_bellicose = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_bureaucratic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bellicose_stoic_or_bureaucratic_desc } } # Requires battlements innovation. if = { limit = { NOT = { has_innovation = innovation_battlements } } add = { value = tradition_unfulfilled_criteria_penalty desc = lacks_battlements_innovation_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_castle_keepers } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 800 if = { limit = { NOT = { has_innovation = innovation_battlements } } multiply = 0 } if = { limit = { scope:character = { ai_boldness >= 0 } } multiply = 0.25 } } } tradition_city_keepers = { category = realm layers = { 0 = steward 1 = mediterranean 4 = city.dds } can_pick = { trigger_if = { limit = { has_ep3_dlc_trigger = yes } custom_tooltip = { scope:character = { OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan #Update for FP3 government_has_flag = government_is_administrative } } text = must_be_feudal_clan_or_admin } } trigger_else = { custom_tooltip = { scope:character = { OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan #Update for FP3 } } text = must_be_feudal_or_clan } } custom_tooltip = { text = cannot_have_tradition_castle_keepers NOT = { culture_tradition:tradition_castle_keepers = { is_in_list = traits } } } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { next_level_guild_halls = yes city_buildings_more_county_opinion = yes ai_more_likely_to_city = yes architect_trait_prestige = yes watermills_windmills_cities = yes } character_modifier = { city_holding_build_speed = -0.25 } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirements. if = { limit = { NOR = { culture_pillar:ethos_bureaucratic = { is_in_list = traits } culture_pillar:ethos_courtly = { is_in_list = traits } culture_pillar:ethos_egalitarian = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_bureaucratic_courtly_or_egalitarian_desc } } # Requires communal government innovation. if = { limit = { NOT = { has_innovation = innovation_development_02 } } add = { value = tradition_unfulfilled_criteria_penalty desc = lacks_development_02_innovation_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_city_keepers } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 400 add = { value = scope:character.ai_sociability divide = 2 } if = { limit = { NOT = { has_innovation = innovation_development_02 } } multiply = 0 } } } tradition_maritime_mercantilism = { category = realm layers = { 0 = diplo 1 = mediterranean 4 = ship.dds } can_pick = { custom_description = { text = culture_on_coast_desc any_culture_county = { any_county_province = { is_coastal = yes } } } } parameters = { next_level_trade_ports = yes maritime_mercantilism_coastal_holdings = yes maritime_mercantilism_avaricious_bonus = yes } character_modifier = { republic_government_vassal_opinion = 10 sea_travel_danger = low_sea_danger_reduction } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirement. if = { limit = { NOR = { culture_pillar:ethos_egalitarian = { is_in_list = traits } culture_pillar:ethos_stoic = { is_in_list = traits } culture_pillar:ethos_bureaucratic = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_egalitarian_stoic_or_bureaucratic_desc } } # Coastal requirement. if = { limit = { NOT = { any_culture_county = { percent >= 0.3 any_county_province = { is_coastal = yes } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = coastal_percentage_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_maritime_mercantilism } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { scope:character = { any_sub_realm_county = { percent >= 0.6 any_county_province = { is_coastal = yes } } } } add = 50 } if = { # Make stacking a bit more common limit = { OR = { culture_tradition:tradition_seafaring = { is_in_list = traits } culture_tradition:tradition_fishermen = { is_in_list = traits } } } multiply = 2 } if = { limit = { NOT = { scope:character = { any_sub_realm_county = { percent >= 0.3 any_county_province = { is_coastal = yes } } } } } multiply = 0 } else_if = { limit = { any_culture_county = { percent >= 0.6 any_county_province = { is_coastal = yes } } } multiply = 2 } } } tradition_monastic_communities = { category = realm layers = { 0 = intrigue 1 = mediterranean 4 = temple.dds } can_pick = { scope:character = { faith = { has_doctrine_parameter = take_vows_active } } custom_tooltip = { text = cultrad_not_nomadic_government_type scope:character = { NOT = { government_has_flag = government_is_nomadic } } } } parameters = { temperate_trait_more_common = yes # Synergy with Monastic Doctrines temperate_trait_bonuses = yes devoted_trait_bonuses = yes monastic_expectations = yes next_level_monasteries = yes monastic_monastery_learning_bonus = yes } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } # Ethos requirement. if = { limit = { NOR = { culture_pillar:ethos_spiritual = { is_in_list = traits } culture_pillar:ethos_communal = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_or_communal_desc } } # Piety level requirement. if = { limit = { NOT = { scope:character.piety_level >= high_piety_level } } add = { value = tradition_unfulfilled_criteria_penalty desc = lacks_high_piety_level_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_monastic_communities } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 100 if = { limit = { NOT = { has_cultural_pillar = heritage_goidelic } } multiply = 0 } if = { limit = { culture_pillar:ethos_spiritual = { is_in_list = traits } } multiply = 2 } if = { limit = { scope:character ?= { piety_level >= 3 } } multiply = scope:character.piety_level } } } tradition_brewery = { category = realm layers = { 0 = diplo 1 = western 4 = food.dds } parameters = { allows_vineyards = yes allows_brewery = yes brewery_farming_bonus = yes } cost = { prestige = { add = { value = tradition_base_cost desc = BASE format = "BASE_VALUE_FORMAT" } if = { limit = { NOT = { culture_pillar:ethos_spiritual = { is_in_list = traits } } } add = { value = tradition_incompatible_ethos_penalty desc = not_spiritual_desc } } if = { limit = { NOT = { any_culture_county = { count >= 5 any_county_province = { OR = { has_building_or_higher = farm_estates_01 has_building_or_higher = cereal_fields_01 } } } } } add = { value = tradition_unfulfilled_criteria_penalty desc = culture_in_farm_or_mansion_count_desc } } if = { limit = { culture_tradition_reduction_trigger = { TRADITION = tradition_brewery } } multiply = { value = 0.5 desc = inspired_by_culture_desc } } multiply = tradition_replacement_cost_if_relevant } } ai_will_do = { value = 10 } }