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Merge branch 'feat/code/roads-to-power-update' of https://github.com/…
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edmund-h committed Sep 24, 2024
2 parents 3c40a33 + 0a33e40 commit 66acab3
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Showing 22 changed files with 4,626 additions and 1,333 deletions.
177 changes: 168 additions & 9 deletions common/buildings/00_castle_buildings.txt
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,10 @@
@holding_illustration_india = "gfx/interface/illustrations/holding_types/castle_india.dds"
@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/castle_mediterranean.dds"
@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_castle_norse.dds"
@holding_illustration_iberian= "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds"
@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds"
@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_castle_iberian.dds"
@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_castle_iranian.dds"
@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_castle_byzantine.dds"
@holding_illustration_constantinople = "gfx/interface/illustrations/holding_types/ep3_castle_constantinople.dds"

castle_01 = {
construction_time = slow_construction_time
Expand Down Expand Up @@ -232,6 +234,46 @@ castle_01 = {
graphical_cultures = { iranian_building_gfx }
graphical_regions = { graphical_india }
}

### EP3 Byzantine ###
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_01_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_constantinople
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
graphical_cultures = { byzantine_building_gfx }
provinces = { 496 }
}
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_01_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_byzantine
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 0 } }
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
}

#Steppe fallbacks
#Iranian
asset = {
type = pdxmesh
name = "fp3_building_persian_castle_01_a_01_mesh"
requires_dlc_flag = legacy_of_persia
illustration = @holding_illustration_iranian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
graphical_cultures = { steppe_building_gfx }
}
#mena
asset = {
type = pdxmesh
name = "building_mena_castle_01_mesh"
illustration = @holding_illustration_mena
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 0 } }
graphical_cultures = { steppe_building_gfx }
}

can_construct_potential = {
barony_cannot_construct_holding = no
}
Expand Down Expand Up @@ -325,7 +367,7 @@ castle_01 = {
}
}
}

ai_value = {
base = 100
modifier = {
Expand Down Expand Up @@ -568,6 +610,45 @@ castle_02 = {
graphical_regions = { graphical_india }
}

### EP3 Byzantine ###
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_02_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_constantinople
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
graphical_cultures = { byzantine_building_gfx }
provinces = { 496 }
}
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_02_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_byzantine
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 1 } }
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
}

#Steppe fallbacks
#Iranian
asset = {
type = pdxmesh
name = "fp3_building_persian_castle_02_a_01_mesh"
requires_dlc_flag = legacy_of_persia
illustration = @holding_illustration_iranian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
graphical_cultures = { steppe_building_gfx }
}
#mena
asset = {
type = pdxmesh
name = "building_mena_castle_02_mesh"
illustration = @holding_illustration_mena
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 1 } }
graphical_cultures = { steppe_building_gfx }
}

can_construct_potential = {
building_requirement_civilized = yes
}
Expand All @@ -576,10 +657,10 @@ castle_02 = {
has_innovation = innovation_battlements
}
}

cost_gold = main_building_tier_2_cost
next_building = castle_03

levy = normal_building_levy_tier_4
max_garrison = good_building_max_garrison_tier_3
garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
Expand Down Expand Up @@ -653,7 +734,7 @@ castle_02 = {
}
}
}

ai_value = {
base = 9
ai_general_building_modifier = yes
Expand All @@ -670,12 +751,12 @@ castle_02 = {
scope:holder.capital_province = this
}
modifier = {
factor = 0.2
factor = 0.1
free_building_slots >= 1
years_from_game_start >= 1
}
modifier = {
factor = 0.2
factor = 0.1
combined_building_level <= 10
years_from_game_start >= 1
}
Expand Down Expand Up @@ -902,6 +983,45 @@ castle_03 = {
graphical_regions = { graphical_india }
}

### EP3 Byzantine ###
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_03_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_constantinople
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
graphical_cultures = { byzantine_building_gfx }
provinces = { 496 }
}
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_03_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_byzantine
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 2 } }
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
}

#Steppe fallbacks
#Iranian
asset = {
type = pdxmesh
name = "fp3_building_persian_castle_03_a_01_mesh"
requires_dlc_flag = legacy_of_persia
illustration = @holding_illustration_iranian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
graphical_cultures = { steppe_building_gfx }
}
#mena
asset = {
type = pdxmesh
name = "building_mena_castle_03_mesh"
illustration = @holding_illustration_mena
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 2 } }
graphical_cultures = { steppe_building_gfx }
}

can_construct_potential = {
building_requirement_civilized = yes
}
Expand Down Expand Up @@ -1227,6 +1347,45 @@ castle_04 = {
graphical_regions = { graphical_india }
}

### EP3 Byzantine ###
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_04_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_constantinople
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
graphical_cultures = { byzantine_building_gfx }
provinces = { 496 }
}
asset = {
type = pdxmesh
name = "ep3_byzantine_castle_04_a_mesh"
requires_dlc_flag = roads_to_power
illustration = @holding_illustration_byzantine
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mediterranean_castle" soundparameter = { "Tier" = 3 } }
graphical_cultures = { byzantine_building_gfx }
graphical_regions = { graphical_mediterranean }
}

#Steppe fallbacks
#Iranian
asset = {
type = pdxmesh
name = "fp3_building_persian_castle_04_a_01_mesh"
requires_dlc_flag = legacy_of_persia
illustration = @holding_illustration_iranian
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
graphical_cultures = { steppe_building_gfx }
}
#mena
asset = {
type = pdxmesh
name = "building_mena_castle_04_mesh"
illustration = @holding_illustration_mena
soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/Castle/mena_castle" soundparameter = { "Tier" = 3 } }
graphical_cultures = { steppe_building_gfx }
}

can_construct_potential = {
building_requirement_civilized = yes
}
Expand Down Expand Up @@ -1311,7 +1470,7 @@ castle_04 = {
}
}
}

ai_value = {
base = 17
ai_general_building_modifier = yes
Expand Down
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