N3OW_Western_eastern_europe/common/culture/traditions/00_maa_traditions.txt

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Text

#######################
# CULTURAL TRADITIONS #
#######################
######################
# MAA Traditions #
######################
tradition_futuwaa = {
category = regional
layers = {
0 = martial
1 = mena
4 = soldiers.dds
}
is_shown = {
has_cultural_pillar = heritage_iranian
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_martial_admiration
}
}
can_pick = {
has_cultural_pillar = heritage_iranian
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_martial_admiration
}
}
parameters = {
unlock_maa_ayyar = yes
can_use_sparring_duel = yes
martial_education_more_valued = yes
prowess_traits_more_valued = yes
blademaster_trait_bonuses = yes
craven_and_content_traits_looked_down_upon = yes
knights_slightly_more_prone_to_injury = yes
unlock_voluntary_laampdom = yes
}
character_modifier = {
knight_limit = 2
negate_prowess_penalty_add = 5
accolade_glory_gain_mult = 0.2
}
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_courtly = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_courtly_or_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 400 }
}
tradition_mubarizuns = {
category = regional
layers = {
0 = martial
1 = mena
4 = soldiers.dds
}
#Can pick this if you have arabic heritage.
is_shown = { #Replaces Warriors of the Dry
has_cultural_pillar = heritage_arabic
}
can_pick = {
culture_not_pacifistic_trigger = yes
trigger_if = {
limit = {
OR = {
NOT = { exists = scope:replacing }
NOT = { scope:replacing = culture_tradition:tradition_warriors_of_the_dry }
}
}
NOT = { has_cultural_tradition = tradition_warriors_of_the_dry } #To prevent stacking after hybridization
}
}
parameters = {
unlock_maa_mubarizun = yes
desert_warrior_trait_more_common = yes
dry_trait_bonuses = yes
can_recruit_dry_specialist = yes
}
character_modifier = {
drylands_levy_size = 0.1
desert_levy_size = 0.1
drylands_supply_limit_mult = 0.25
desert_supply_limit_mult = 0.25
}
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 >= 0.3
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = dry_percentage_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 = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_desert_ribat = {
category = regional
layers = {
0 = martial
1 = mena
4 = city2.dds
}
is_shown = {
has_cultural_pillar = heritage_berber
}
can_pick = {
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_dryland_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
parameters = {
unlock_maa_mulaththamun = yes #Mulaththamun
desert_warrior_trait_more_common = yes
dry_trait_bonuses = yes
can_recruit_dry_specialist = yes
mystic_trait_more_common = yes
}
character_modifier = {
prowess_per_piety_level = 1
desert_travel_danger = desert_low_danger_reduction
drylands_travel_danger = drylands_low_danger_reduction
desert_mountains_travel_danger = desert_mountains_low_danger_reduction
}
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_spiritual = { is_in_list = traits }
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_spiritual_or_stoic_desc
}
}
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
}
}
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 = {
OR = {
terrain = drylands
terrain = desert
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_land_of_the_bow = {
category = regional
layers = {
0 = martial
1 = mena
4 = bow.dds
}
is_shown = {
has_cultural_pillar = heritage_east_african
}
can_pick = {
has_cultural_pillar = heritage_east_african
}
parameters = {
unlock_maa_archers_of_the_nile = yes
hunting_archery_building_bonuses = yes
}
county_modifier = {
floodplains_levy_size = 0.1
}
province_modifier = {
garrison_size = 0.25
}
character_modifier = {
defender_advantage = 5
archers_damage_add = 4
}
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_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_spiritual_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = archers
value >= 800
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_archers_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 = floodplains
}
}
}
}
}
multiply = 0
}
}
}
tradition_druzhina = {
category = regional
layers = {
0 = martial
1 = western
4 = shield.dds
}
#East Slavic
#This replaces Martial Admiration
is_shown = {
has_cultural_pillar = heritage_east_slavic
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_futuwaa
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_martial_admiration
}
}
can_pick = {
has_cultural_pillar = heritage_east_slavic
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_futuwaa
has_cultural_tradition = tradition_chanson_de_geste
has_cultural_tradition = tradition_martial_admiration
}
}
parameters = {
unlock_maa_druzhina = yes
martial_education_more_valued = yes
prowess_traits_more_valued = yes
blademaster_trait_bonuses = yes
craven_and_content_traits_looked_down_upon = yes
knights_slightly_more_prone_to_injury = yes
can_duel_rivals = yes
}
character_modifier = {
knight_limit = 2
negate_prowess_penalty_add = 5
accolade_glory_gain_mult = 0.2
heavy_infantry_toughness_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_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 400 }
}
tradition_hussar = { #Konni Raids
category = regional
layers = {
0 = martial
1 = western
4 = rider.dds
}
#This replaces Hit and Run
is_shown = {
OR = {
has_cultural_pillar = heritage_south_slavic
has_cultural_pillar = heritage_magyar
has_cultural_pillar = heritage_west_slavic
}
}
can_pick = {
trigger_if = {
limit = {
OR = {
NOT = { exists = scope:replacing }
NOT = { scope:replacing = culture_tradition:tradition_hit_and_run }
}
}
NOT = { has_cultural_tradition = tradition_hit_and_run } #To prevent stacking after hybridization
}
}
parameters = {
unlock_maa_hussar = yes
}
character_modifier = {
skirmishers_screen_add = 2
light_cavalry_damage_add = 6
light_cavalry_screen_add = 6
retreat_losses = -0.1
hard_casualty_modifier = -0.1
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOT = {
culture_pillar:ethos_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = light_cavalry
value >= 500
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_light_cavalry_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 400 }
}
tradition_horn_mountain_skirmishing = {
category = regional
layers = {
0 = steward
1 = mena
4 = desert_mountains.dds
}
#In the Horn of Africa this replaces the Mountaineers tradition
is_shown = {
OR ={
has_cultural_pillar = heritage_somalian
has_cultural_pillar = heritage_east_african
}
NOR = {
has_cultural_tradition = tradition_mountaineers
has_cultural_tradition = tradition_caucasian_wolves
}
}
can_pick = {
custom_description = {
text = culture_in_mountains_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
parameters = {
unlock_maa_horn_warrior = yes
rough_terrain_expert_trait_more_common = yes
mountain_trait_bonuses = yes
can_recruit_mountain_specialist = yes
}
province_modifier = {
mountains_levy_size = 0.1
desert_mountains_levy_size = 0.1
mountains_supply_limit_mult = 0.25
desert_mountains_supply_limit_mult = 0.25
}
character_modifier = {
mountains_travel_danger = mountains_medium_danger_reduction
desert_mountains_travel_danger = desert_mountains_medium_danger_reduction
}
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_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_spiritual_or_communal_desc
}
}
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
}
}
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 = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_bush_hunting = {
category = regional
layers = {
0 = martial
1 = mena
4 = jungle.dds
}
#Replaces Jungle Warriors
is_shown = {
OR = {
has_cultural_pillar = heritage_akan
has_cultural_pillar = heritage_yoruba
}
NOT = { has_cultural_tradition = tradition_jungle_warriors }
}
can_pick = {
}
parameters = {
unlock_maa_bush_hunter = yes
jungle_trait_bonuses = yes
dry_trait_bonuses = yes
can_recruit_jungle_specialist = yes
}
character_modifier = {
archers_damage_add = 4
jungle_supply_limit_mult = 0.25
jungle_travel_danger = jungle_medium_danger_reduction
}
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 = {
any_culture_county = {
percent >= 0.3
any_county_province = {
terrain = jungle
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = jungle_percentage_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 = jungle
}
}
}
}
}
multiply = 0
}
}
}
tradition_mobile_guards = {
category = regional
layers = {
0 = martial
1 = mena
4 = forest.dds
}
#Replaces Stand and Fight
is_shown = {
has_cultural_pillar = heritage_israelite
NOT = { has_cultural_tradition = tradition_stand_and_fight }
}
can_pick = {
}
parameters = {
unlock_maa_shomer = yes
}
character_modifier = {
maa_toughness_add = 4
heavy_infantry_toughness_add = 4
heavy_infantry_maintenance_mult = 0.1
heavy_cavalry_toughness_add = 20
heavy_cavalry_maintenance_mult = 0.1
pikemen_toughness_add = 6
pikemen_maintenance_mult = 0.1
hard_casualty_modifier = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOT = {
culture_pillar:ethos_communal = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_communal_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = skirmishers
value >= 800
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_skirmishers_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOR = {
culture_has_heavy_infantry_maa = yes
culture_has_heavy_cavalry_maa = yes
culture_has_pikemen_maa = yes
}
OR = {
culture_has_skirmisher_maa = yes
culture_has_archer_maa = yes
culture_has_light_cavalry_maa = yes
culture_has_archer_cavalry_maa = yes
}
}
multiply = 0.25
}
}
}
tradition_khadga_puja = {
category = regional
layers = {
0 = martial
1 = mena
4 = soldiers2.dds
}
is_shown = {
has_cultural_pillar = heritage_indo_aryan
}
can_pick = {
custom_description = {
text = culture_not_egalitarian
NOT = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
}
parameters = {
martial_education_more_valued = yes
unlock_maa_khandayat = yes
blademaster_trait_bonuses = yes
craven_and_content_traits_looked_down_upon = yes
}
province_modifier = {
}
character_modifier = {
knight_effectiveness_mult = 0.1
accolade_glory_gain_mult = 0.1
}
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 }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
}
}
tradition_garuda_warriors = {
category = regional
layers = {
0 = martial
1 = indian
4 = soldiers2.dds
}
is_shown = {
has_cultural_pillar = heritage_dravidian
}
can_pick = {
}
parameters = {
unlock_maa_garudas = yes
unlock_garuda_warrior_title = yes
martial_education_more_valued = yes
prowess_traits_more_valued = yes
craven_and_content_traits_looked_down_upon = yes
loyal_trait_more_valued = yes
}
character_modifier = {
accolade_glory_gain_mult = 0.1
}
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 }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_stoic_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
}
}
tradition_burman_royal_army = {
category = regional
layers = {
0 = martial
1 = indian
4 = elephant.dds
}
is_shown = {
has_cultural_pillar = heritage_burman
}
can_pick = {
has_cultural_pillar = heritage_burman
}
parameters = {
unlock_maa_palace_guards = yes
jungle_stalker_trait_more_common = yes
jungle_trait_bonuses = yes
can_recruit_jungle_specialist = yes
}
character_modifier = {
elephant_cavalry_damage_add = 60
elephant_cavalry_toughness_add = 20
jungle_travel_danger = jungle_medium_danger_reduction
accolade_glory_gain_mult = 0.1
}
province_modifier = {
}
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 = {
scope:character = {
number_maa_soldiers_of_base_type = {
type = elephant_cavalry
value >= 5
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_head_has_elephants_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
}
}
tradition_mountain_herding = {
category = regional
layers = {
0 = martial
1 = mena
4 = desert_mountains.dds
}
#Replaces Mountain Homes
is_shown = {
OR ={
has_cultural_pillar = heritage_arabic
has_cultural_pillar = heritage_berber
}
}
can_pick = {
OR ={
has_cultural_pillar = heritage_arabic
has_cultural_pillar = heritage_berber
}
culture_not_pacifistic_trigger = yes
custom_description = {
text = culture_in_mountains_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
parameters = {
unlock_maa_abudrar = yes
rough_terrain_expert_trait_more_common = yes
desert_warrior_trait_more_common = yes
mountain_trait_bonuses = yes
can_recruit_mountain_specialist = yes
}
character_modifier = {
mountains_travel_danger = mountains_high_danger_reduction
desert_mountains_travel_danger = desert_mountains_high_danger_reduction
}
county_modifier = {
desert_mountains_development_growth_factor = 0.35
}
province_modifier = {
desert_mountains_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 = {
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 >= 0.3
any_county_province = {
terrain = desert_mountains
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = mountain_percentage_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 = desert_mountains
}
}
}
}
}
multiply = 0
}
}
}
tradition_forest_wardens = {
category = regional
layers = {
0 = martial
1 = western
4 = forest.dds
}
#Replaces Forest Folk
is_shown = {
OR = {
has_cultural_pillar = heritage_balto_finnic
has_cultural_pillar = heritage_volga_finnic
has_cultural_pillar = heritage_ugro_permian
has_cultural_pillar = heritage_baltic
}
NOT = { has_cultural_tradition = tradition_forest_folk }
}
can_pick = {
OR = {
has_cultural_pillar = heritage_balto_finnic
has_cultural_pillar = heritage_volga_finnic
has_cultural_pillar = heritage_ugro_permian
has_cultural_pillar = heritage_baltic
}
custom_description = {
text = culture_in_forest_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
parameters = {
unlock_maa_metsanvartija = yes
logging_camps_building_bonuses = yes
can_recruit_forest_specialist = yes
forest_fighter_trait_more_common = yes
forest_hunt_success_chance = yes
watermills_forestries_unlock = yes
}
character_modifier = {
forest_travel_danger = forest_high_danger_reduction
taiga_travel_danger = taiga_high_danger_reduction
}
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 = {
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 >= 0.3
any_county_province = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = forest_percentage_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 = {
OR = {
terrain = forest
terrain = taiga
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_upland_skirmishing = {
category = regional
layers = {
0 = martial
1 = western
4 = forest.dds
}
#Replaces Highland Warriors
is_shown = {
has_cultural_pillar = heritage_west_african
NOT = { has_cultural_tradition = tradition_highland_warriors }
}
can_pick = {
has_cultural_pillar = heritage_west_african
custom_description = {
text = culture_in_hills_desc
any_culture_county = {
any_county_province = {
terrain = hills
}
}
}
}
parameters = {
unlock_maa_guinea_warrior = yes
hill_farms_building_bonuses = yes
rough_terrain_expert_trait_more_common = yes
hill_trait_bonuses = yes
can_recruit_hill_specialist = yes
}
character_modifier = {
hills_travel_danger = hills_medium_danger_reduction
forest_travel_danger = forest_medium_danger_reduction
}
province_modifier = {
hills_levy_size = 0.1
hills_supply_limit_mult = 0.25
}
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 = {
any_culture_county = {
percent >= 0.3
any_county_province = {
terrain = hills
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = hill_percentage_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_strong_kinship = { #There can be only one!
category = regional
layers = {
0 = martial
1 = western
4 = conversation.dds
}
is_shown = {
OR = {
this = culture:gaelic
this = culture:scottish
any_parent_culture_or_above = {
OR = {
this = culture:gaelic
this = culture:scottish
}
}
}
}
can_pick = {
OR = {
this = culture:gaelic
this = culture:scottish
any_parent_culture_or_above = {
OR = {
this = culture:gaelic
this = culture:scottish
}
}
}
}
parameters = {
unlock_schiltron_innovation = yes
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_common = yes
}
character_modifier = {
dynasty_house_opinion = 15
opinion_of_liege = -10
}
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_bureaucratic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_bureaucratic_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
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
}
}
tradition_amharic_highlanders = { #Ethiopian Unique Tradition, replaces hill dwellers, Unlocks MAA innovation & Castration
category = realm
layers = {
0 = steward
1 = mena
4 = mountain.dds
}
is_shown = {
NOT = { has_cultural_tradition = tradition_hill_dwellers }
OR = {
this = culture:ethiopian
any_parent_culture_or_above = {
this = culture:ethiopian
}
}
}
can_pick = {
NOT = { has_cultural_tradition = tradition_hill_dwellers }
OR = {
this = culture:ethiopian
any_parent_culture_or_above = {
this = culture:ethiopian
}
}
custom_description = {
text = culture_in_hills_desc
any_culture_county = {
any_county_province = {
terrain = hills
}
}
}
}
parameters = {
unlock_sarawit_innovation = yes
can_castrate_prisoners = yes
hill_farms_building_bonuses = yes
}
county_modifier = {
hills_development_growth_factor = 0.2
}
province_modifier = {
hills_construction_gold_cost = -0.1
hills_holding_construction_gold_cost = -0.1
}
character_modifier = {
hills_advantage = 5
hills_travel_danger = hills_high_danger_reduction
mountains_travel_danger = mountains_low_danger_reduction
desert_mountains_travel_danger = desert_mountains_low_danger_reduction
}
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 = {
percent >= 0.3
any_county_province = {
terrain = hills
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = hill_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.2
culture = scope:character.culture
any_county_province = {
terrain = hills
}
}
}
}
}
multiply = 0
}
}
}
tradition_polders = { #Dutch Unique Tradition, bonuses to buildings along coastline, Unlocks MAA innovation
category = realm
layers = {
0 = steward
1 = mena
4 = svamp.dds
}
is_shown = {
OR = {
this = culture:dutch
any_parent_culture_or_above = {
this = culture:dutch
}
}
}
can_pick = {
OR = {
this = culture:dutch
any_parent_culture_or_above = {
this = culture:dutch
}
}
custom_description = {
text = culture_on_coast_desc
any_culture_county = {
any_county_province = {
is_coastal = yes
}
}
}
}
parameters = {
unlock_adaptive_militia_innovation = yes
coastal_agriculture_building_bonuses = yes
coastal_holding_bonuses = yes
}
character_modifier = {
skirmishers_damage_add = 4
skirmishers_screen_add = 4
coastal_sea_travel_danger = low_sea_danger_reduction
wetlands_travel_danger = wetlands_medium_danger_reduction
floodplains_travel_danger = floodplains_medium_danger_reduction
}
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 = {
percent >= 0.3
any_county_province = {
is_coastal = yes
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = coastal_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.3
any_county_province = {
is_coastal = yes
}
}
}
}
}
multiply = 0
}
if = {
limit = {
scope:character = {
any_sub_realm_county = {
percent >= 0.6
any_county_province = {
is_coastal = yes
}
}
}
}
multiply = 3
}
}
}
tradition_caucasian_wolves = {
category = regional
layers = {
0 = steward
1 = mena
4 = mountain.dds
}
#For Georgians this replaces the Mountaineers tradition
is_shown = {
OR = {
this = culture:georgian
any_parent_culture_or_above = {
this = culture:georgian
}
}
NOR = {
has_cultural_tradition = tradition_mountaineers
has_cultural_tradition = tradition_horn_mountain_skirmishing
}
}
can_pick = {
custom_description = {
text = culture_in_mountains_desc
any_culture_county = {
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
parameters = {
unlock_maa_monaspa = yes
rough_terrain_expert_trait_more_common = yes
mountain_trait_bonuses = yes
can_recruit_mountain_specialist = yes
}
province_modifier = {
mountains_levy_size = 0.1
desert_mountains_levy_size = 0.1
mountains_supply_limit_mult = 0.25
desert_mountains_supply_limit_mult = 0.25
}
character_modifier = {
mountains_travel_danger = mountains_medium_danger_reduction
desert_mountains_travel_danger = desert_mountains_medium_danger_reduction
}
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 >= 0.3
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = mountain_percentage_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 1000
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
culture = scope:character.culture
any_county_province = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
}
}
}
multiply = 0
}
}
}
tradition_hird = {
category = regional
layers = {
0 = martial
1 = mena
4 = viking.dds
}
is_shown = { #Replaces Warrior Culture
NOR = {
has_cultural_tradition = tradition_warrior_culture
has_cultural_tradition = tradition_fp1_coastal_warriors
}
OR = {
AND = {
has_cultural_pillar = heritage_north_germanic
has_fp1_dlc_trigger = no
}
any_parent_culture_or_above = {
OR = {
this = culture:old_saxon
this = culture:norse #For instance Norman culture
}
}
}
}
can_pick = {
culture_not_pacifistic_trigger = yes
scope:character = {
government_has_flag = government_is_tribal
}
}
parameters = {
unlock_maa_huscarls = yes
strong_traits_more_valued = yes
strong_traits_more_common = yes
weak_traits_looked_down_upon = yes
rowdy_trait_more_common = yes
pensive_trait_less_common = yes
cultrad_unlocks_t2_redouble_guards = yes
unlock_voluntary_laampdom = yes
more_likely_to_be_laamps = yes
}
character_modifier = {
cultural_head_fascination_mult = -0.05
knight_limit = 1
prowess = 2
ai_boldness = 25
accolade_glory_gain_mult = 0.1
}
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_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_or_spiritual_desc
}
}
if = {
limit = {
trigger_if = {
limit = {
scope:character = {
is_ai = no
}
}
NOT = {
any_ruler = {
count >= 3
culture = prev
primary_title.tier >= tier_county
OR = {
has_trait = strong
has_trait = physique_good
}
}
}
}
trigger_else = {
always = no
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = strong_rulers_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 400
if = {
limit = {
NOT = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
}
multiply = 0
}
}
}
tradition_chanson_de_geste = {
#Replaces Martial Admiration
category = regional
layers = {
0 = martial
1 = indian
4 = knight.dds
}
is_shown = {
has_cultural_pillar = heritage_frankish
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_futuwaa
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_martial_admiration
}
}
can_pick = {
has_cultural_pillar = heritage_frankish
NOR = { #Replaces Martial Admiration
has_cultural_tradition = tradition_futuwaa
has_cultural_tradition = tradition_druzhina
has_cultural_tradition = tradition_martial_admiration
}
}
parameters = {
unlock_valets_innovation = yes
poet_trait_gives_bonuses = yes
poet_trait_more_common = yes
martial_education_more_valued = yes
prowess_traits_more_valued = yes
blademaster_trait_bonuses = yes
craven_and_content_traits_looked_down_upon = yes
knights_slightly_more_prone_to_injury = yes
can_duel_rivals = yes
can_host_joust_contests = yes
knight_errant_trait_bonuses = yes
}
character_modifier = {
knight_limit = 2
negate_prowess_penalty_add = 5 # Wounded knights fight better!
accolade_glory_gain_mult = 0.2
owned_legend_spread_mult = 0.05
}
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_courtly = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_stoic_or_courtly_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_knight = {
count >= 6
prowess >= 12
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = knights_with_prowess_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 400 }
}