vg-mod-ck3/master/common/culture/traditions/m_mcul_traditions.txt

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# steppe tradition
tradition_dwellers_of_the_steppe = {
category = realm
layers = {
0 = steward
1 = indian/indian2.dds
4 = steppe.dds
}
can_pick = {
custom_tooltip = {
text = culture_in_steppe_terrain_desc
any_culture_county = {
any_county_province = {
terrain = steppe
}
}
}
}
parameters = {
hunting_traits_more_valued = yes
pastures_building_bonuses = yes
}
character_modifier = {
men_at_arms_recruitment_cost = 0.15
men_at_arms_maintenance = 0.05
knight_limit = 2
steppe_travel_danger = steppe_medium_danger_reduction
}
county_modifier = {
steppe_development_growth_factor = 0.2
steppe_construction_gold_cost = -0.15
steppe_levy_size = 0.15
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
add = {
value = tradition_incompatible_ethos_penalty
desc = culture_not_egalitarian
}
}
if = {
limit = {
NOT = {
any_culture_county = {
count >= 5
any_county_province = {
terrain = steppe
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = culture_in_steppe_terrain_count_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
count >= 2
culture = scope:character.culture
any_county_province = {
terrain = steppe
}
}
}
}
}
multiply = 0
}
if = {
limit = {
scope:character = {
government_has_flag = government_is_tribal
}
}
multiply = 0
}
if = {
limit = {
scope:character = {
any_sub_realm_county = {
count >= 5
culture = scope:character.culture
any_county_province = {
terrain = steppe
}
}
}
}
add = 100
}
}
}
# raid tradition
tradition_ritualistic_reaving = {
category = ritual
layers = {
0 = intrigue
1 = mediterranean
4 = battle.dds
}
can_pick = {
scope:character.culture = {
custom_tooltip = {
text = m_already_has_raid_tradition_desc
NOT = { has_cultural_tradition = tradition_practiced_pirates }
}
custom_tooltip = {
text = m_has_pacifist_tradition_desc
NOT = { has_cultural_tradition = tradition_pacifism }
}
}
scope:character.faith = {
custom_tooltip = {
text = m_has_pacifist_tenet_desc
NOR = {
has_doctrine = tenet_dharmic_pacifism
has_doctrine = tenet_pacifism
}
}
}
}
parameters = {
culture_can_raid_over_land_even_if_feudal_no_restrictions = yes
culture_can_raid_at_sea_even_if_feudal_no_restrictions = yes
}
character_modifier = {
siege_phase_time = -0.10
movement_speed_land_raiding = 0.20
max_loot_mult = 0.25
development_growth_factor = -0.10
feudal_government_tax_contribution_mult = -0.15
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 1.5
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOT = {
culture_pillar:ethos_bellicose = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_bellicose_desc
}
}
# Government is Feudal or Clan Extra Cost
if = {
limit = {
scope:character = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
add = {
value = tradition_incompatible_ethos_penalty
multiply = 2
desc = m_govenment_incompatible_penalty_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
if = {
limit = { # Should be rare for most cultures
has_cultural_pillar = heritage_berber
}
add = 5
}
}
}
# learning tradition
tradition_aptitudinal_teachings = {
category = societal
layers = {
0 = intrigue
1 = mediterranean
4 = aptitudinal_teachings.dds
}
can_pick = {
custom_description = {
text = m_has_incompatible_alexandrian_catechism_tenet
scope:character.faith = {
NOT = { doctrine:tenet_alexandrian_catechism = { is_in_list = selected_doctrines } }
}
}
}
character_modifier = {
learning = 3
monthly_learning_lifestyle_xp_gain_mult = 0.2
faith_creation_piety_cost_mult = 0.20
}
cost = {
prestige = {
add = {
value = tradition_base_cost
multiply = 2
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# Ethos requirement.
if = {
limit = {
NOR = {
culture_pillar:ethos_bureaucratic = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
culture_pillar:ethos_egalitarian = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
multiply = 2
desc = not_bureaucratic_spiritual_or_egalitarian_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}
# dread ruling tradition
tradition_hard_rule = {
category = realm
layers = {
0 = martial
1 = mena
2 = hard_rule_layer2.dds
3 = 3.dds
4 = hard_rule.dds
}
can_pick = {
custom_tooltip = {
text = m_surpasses_dread_threshold
scope:character.dread > 35
}
custom_tooltip = {
text = cannot_have_tradition_court_eunuchs
NOT = { culture_tradition:tradition_court_eunuchs = { is_in_list = traits } }
}
custom_tooltip = {
text = cannot_have_tradition_merciful_blindings
NOT = { culture_tradition:tradition_merciful_blindings = { is_in_list = traits } }
}
}
parameters = {
can_demand_higher_ransoms_from_lower_tiers = yes
can_recruit_prisoners_easily = yes
pardoning_gives_loyalty = yes
can_blind_prisoners = yes
can_castrate_prisoners = yes
}
character_modifier = {
vassal_levy_contribution_mult = -0.10
vassal_opinion = -5
short_reign_duration_mult = 0.3
hostile_scheme_power_mult = 0.2
dread_baseline_add = 20
}
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_stoic = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_stoic_or_courtly_desc
}
}
if = {
limit = { scope:character.dread < 75 }
add = {
value = tradition_incompatible_ethos_penalty
desc = m_less_than_high_dread_desc
}
}
if = {
limit = { scope:character.dread >= 75 }
add = {
value = tradition_incompatible_ethos_penalty
multiply = -1
divide = 2
desc = m_high_dread_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = { value = 0 }
}
# viking development
tradition_scandinavian_development = { # Need to update values
category = regional
layers = {
0 = intrigue
1 = mena/mena3.dds
4 = scand_dev.dds
}
is_shown = {
has_cultural_pillar = heritage_north_germanic
}
can_pick = {
custom_tooltip = {
text = m_scandinavian_innovation_requirement
has_innovation = innovation_development_01
}
}
parameters = {
can_appoint_court_gardener = yes
can_enact_high_partition_succession_law = yes
coastal_agriculture_building_bonuses = yes
development_gain_on_building_complete = yes
}
character_modifier = {
development_growth_factor = 0.05
construction_time = 0.05
holding_build_gold_cost = 0.15
character_capital_county_monthly_development_growth_add = 0.2
}
county_modifier = {
taiga_development_growth_factor = 0.15
mountains_development_growth_factor = 0.15
taiga_construction_gold_cost = 0.05
taiga_levy_size = 0.10
}
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
multiply = 2
desc = not_communal_bureaucratic_or_stoic_desc
}
}
if = {
limit = {
NOT = {
any_culture_county = {
any_county_province = {
has_building_or_higher = royal_forest_01
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = m_no_reserve_penalty
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}
# religious tradition
tradition_synergenistic_faith = {
category = ritual
layers = {
0 = learning
1 = mena/mena1.dds
4 = temple.dds
}
can_pick = {
custom_tooltip = {
any_culture_county = {
percent >= 0.2
any_county_province = {
has_holding_type = church_holding
}
}
text = 20_percent_churches
}
}
parameters = {
extra_piety_from_temple_construction = yes
renown_from_temple_construction = yes
more_fervor_on_church_construction = yes
}
character_modifier = {
monthly_learning_lifestyle_xp_gain_mult = 0.05
monthly_piety_from_buildings_mult = 0.10
faith_conversion_piety_cost_mult = 0.75
church_holding_build_gold_cost = 0.15
monthly_piety = 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 = {
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
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}
# Familial tradition
tradition_familial_bonds = {
category = societal
layers = {
0 = intrigue
1 = western/western2.dds
4 = ritualised_friendship.dds
}
can_pick = {
# Must have at least one friend. No friendless losers. Especially you, Nick.
custom_tooltip = {
text = need_at_least_one_friend
culture_head ?= {
any_relation = {
type = friend
count >= 1
}
}
}
}
parameters = {
automatic_befriend_access = yes
may_propose_best_friendship = yes
may_select_friendship_synergy_bonus = yes
close_family_better_councillors = yes
close_family_better_court_positions = yes
landing_house_members_gives_renown = yes
renown_from_feasts = yes
penalty_for_revoking_titles_from_close_family = yes
}
character_modifier = {
intrigue = -1
hostile_scheme_power_mult = -0.05
dynasty_opinion = 10
}
cost = {
prestige = {
# Base cost.
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
# No ethos requirement: everyone likes friends.
# Need at least ten friends.
if = {
limit = { exists = culture_head }
if = {
limit = {
culture_head = {
any_relation = {
type = friend
count < 5
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
multiply = 2.5
desc = m_guess_you_need_more_friends_desc
}
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 0
}
}