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ArkoG committed Jun 14, 2020
2 parents c14a91c + a634b79 commit c201fc8
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27 changes: 27 additions & 0 deletions Generation_code_batiments/requis2.csv
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tag;nom FR;nom ENG;cout Or;cout Prestige;temps;Effet 1 nom;Effet 1 valeur;Effet 2 nom;Effet 2 valeur;Effet 3 nom;Effet 3 valeur;Effet 4 nom;Effet 4 valeur;libre code;not_if_exists;Pr�requis B�timent1;Pr�requis B�timent2;Upgrade from;Pr�requis Terrain;Pr�requis modifieur de province;Pr�requis Technologie;Niveau de la technologie requise;Facteur de cr�ation IA;Extra tech;Description FR;Description ENG
TP_monastery_1;Ermitage;Hermitage;100;0;180;liege_piety;0,01;liege_prestige;0;local_tax_modifier;0,01;;;;;MONASTERE;;;;;TECH_CONSTRUCTION;0;97;10;x;x
TP_monastery_2;Prieur�;Priory;140;0;370;liege_piety;0,02;liege_prestige;0;local_tax_modifier;0,01;;;;;MONASTERE;;TP_monastery_1;;;TECH_CONSTRUCTION;0;96;10;x;x
TP_monastery_3;Monast�re;Monastery;170;70;570;liege_piety;0,02;liege_prestige;0;local_tax_modifier;0,02;;;;;MONASTERE;;TP_monastery_2;;;TECH_CONSTRUCTION;0;95;10;x;x
TP_monastery_4;Abbaye;Abbey;520;0;1100;liege_piety;0,02;liege_prestige;0,01;local_tax_modifier;0,01;;;;;MONASTERE;;TP_monastery_3;;;TECH_CONSTRUCTION;1;94;10;x;x
TP_monastery_5;Abbatiale;Abbey church;450;120;1230;liege_piety;0,01;liege_prestige;0,02;local_tax_modifier;0,02;;;;;MONASTERE;;TP_monastery_4;;;TECH_CONSTRUCTION;2;93;10;x;x
TP_episcopat_L1;R�sidence �piscopale;Episcopal residence;120;0;180;liege_prestige;0,01;tax_income;0;local_tax_modifier;0,01;;;;;;MONASTERE;;;;TECH_CONSTRUCTION;0;97;10;x;x
TP_episcopat_L2;R�sidence �piscopale;Episcopal residence;230;0;380;liege_prestige;0,01;tax_income;0;local_tax_modifier;0,01;;;;;;MONASTERE;TP_episcopat_L1;;;TECH_CONSTRUCTION;0;96;10;x;x
TP_episcopat_L3;R�sidence �piscopale;Episcopal residence;360;70;770;liege_prestige;0,01;tax_income;-0,1;local_tax_modifier;0,01;;;;;;MONASTERE;TP_episcopat_L2;;;TECH_CONSTRUCTION;0;95;10;x;x
TP_episcopat_L4;Palais �piscopal;Episcopal Palace;380;0;820;liege_prestige;0,01;tax_income;-0,2;local_tax_modifier;0,02;;;;;CITEEPISCOPALE;MONASTERE;TP_episcopat_L3;;;TECH_CONSTRUCTION;1;94;10;x;x
TP_episcopat_L5;Palais �piscopal;Episcopal Palace;450;120;1230;liege_prestige;0,01;tax_income;-0,3;local_tax_modifier;0,01;;;;;CITEEPISCOPALE;MONASTERE;TP_episcopat_L4;;;TECH_CONSTRUCTION;2;93;10;x;x
CA_logis_L1;Logis seigneurial;Seigniorial Residence;120;30;220;liege_prestige;0,01;tax_income;0;local_tax_modifier;0,02;;;;;;;;;;TECH_CONSTRUCTION;0;97;10;x;x
CA_logis_L2;Logis seigneurial;Seigniorial Residence;150;0;380;liege_prestige;0,01;tax_income;0;local_tax_modifier;0,01;;;;;;;CA_logis_L1;;;TECH_CONSTRUCTION;0;96;10;x;x
CA_logis_L3;Logis seigneurial;Seigniorial Residence;270;70;570;liege_prestige;0,01;tax_income;-0,1;local_tax_modifier;0,01;;;;;;;CA_logis_L2;;;TECH_CONSTRUCTION;0;95;10;x;x
CA_logis_L4;Logis seigneurial;Seigniorial Palace;270;0;570;liege_prestige;0,01;tax_income;-0,2;local_tax_modifier;0,01;;;;;;;CA_logis_L3;;;TECH_CONSTRUCTION;1;94;10;x;x
CA_logis_L5;Logis seigneurial;Seigniorial Palace;450;120;1230;liege_prestige;0,01;tax_income;-0,3;local_tax_modifier;0,01;;;;;FEODAL_adm;;CA_logis_L4;;;TECH_CONSTRUCTION;2;93;10;x;x
CA_adm_seigneurial_L1;Perception;Perception;130;30;220;local_tax_modifier;0,1;;;;;;;;;;CA_logis_L1;;;;TECH_CONSTRUCTION;1;95;10;x;x
CA_adm_seigneurial_L2;Perception;Perception;190;0;380;local_tax_modifier;0,1;;;;;;;;;;FEODAL_mil;CA_adm_seigneurial_L1;;;TECH_CONSTRUCTION;1;94;10;x;x
CA_adm_seigneurial_L3;Perception;Perception;330;0;640;local_tax_modifier;0,1;;;;;;;;;FEODAL_adm;CA_logis_L3;CA_adm_seigneurial_L2;;;TECH_CONSTRUCTION;1;93;10;x;x
CT_adm_urbain_L1;Maison de commune;Communal House;120;0;180;tax_income;0;local_tax_modifier;0,01;;;;;;;;;;;;TECH_CONSTRUCTION;0;97;10;x;x
CT_adm_urbain_L2;H�tel de commune;Town Hall;150;0;380;tax_income;0;local_tax_modifier;0,01;;;;;;;;;CT_adm_urbain_L1;;;TECH_CONSTRUCTION;0;96;10;x;x
CT_adm_urbain_L3;H�tel de ville;City Hall;380;70;820;tax_income;-0,1;local_tax_modifier;0,02;;;;;;;CITE_L1;VOC_COMMERCIALE;CT_adm_urbain_L2;;;TECH_CONSTRUCTION;0;95;10;x;x
CT_adm_urbain_L4;Salle du conseil;Council room;520;0;1100;tax_income;-0,2;local_tax_modifier;0,02;;;;;;;;VOC_COMMERCIALE;CT_adm_urbain_L3;;;TECH_CONSTRUCTION;1;94;10;x;x
CT_adm_urbain_L5;Palais communal;City palace;450;120;1230;tax_income;-0,3;local_tax_modifier;0,04;;;;;;;;VOC_COMMERCIALE;CT_adm_urbain_L4;;;TECH_CONSTRUCTION;2;93;10;x;x
CT_beffroi_L1;Tour Horloge;Clock Tower;150;30;220;liege_prestige;0,02;tax_income;-0,1;;;;;;;CITE_L1;CT_adm_urbain_L1;;;;TECH_CONSTRUCTION;1;95;10;x;x
CT_beffroi_L2;Beffroi;Belfry;240;60;460;liege_prestige;0,03;tax_income;-0,2;;;;;;;;VOC_COMMERCIALE;CT_beffroi_L1;;;TECH_CONSTRUCTION;1;94;10;x;x
CT_beffroi_L3;Haut Beffroi;High Belfry;360;70;770;liege_prestige;0,05;tax_income;-0,3;;;;;;;CT_adm_urbain_L3;VOC_COMMERCIALE;CT_beffroi_L2;;;TECH_CONSTRUCTION;1;93;10;x;x
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14 changes: 8 additions & 6 deletions L3T gfx work/logo/LOGO WS.pdn

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81 changes: 79 additions & 2 deletions L3T/Changelog_ENG.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,86 @@
###############################
##################################
# MOD Les 3 Tours / The 3 Towers #
##############################
##################################

###by Arko and Mouchi

RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3

INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE COMPATIBLE


MAJOR:
-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
-new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
-brand new loading screens based on "Codex Manesse" graphics
-made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
-Romanesque cathedrals are now wonders and so showed on map with a 3D model

MINOR and VARIOUS:
-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
-proselytize job map highlights now feature a distinct colour for heresies
-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
-new steward flavour (delegation)
-AI with no tribal vassals won't enact tribal related laws
-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
-some renovated and new events pics
-updated and added some icons (modifiers and target decisions)
-Muslim school building "Madrasah" gets an additional level
-cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
-adapting some vanilla buildings to holdings specializations (capped by specialization)
-new chains of buildings (perception and belfry)
-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
-fortification buildings for cities and temples holdings (merely same as castles ones)
-chancellor's "perform statecraft" job now can protect against claim fabrication
-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
-new option to arrest and banish a chancellor fabricating a claim
-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
-Romanesque cathedral burning may bring in pilgrims
-addition of a Pilgrim inn/road house you can build in a province with a province relic
-a province relic in itself don't bring taxes any-more (it didn't differed among religions)
-addition of a "Mufti" council position for Muslim
-new horse armours artefacts given as prize in Furusiyyas
-some event optimisation and file clean-up
-better event computation, code and files clean-up
-filling missing texts and better texts
-improved some English translations

BALANCE:
-realm capitals are now assigned on startup
-AI may sometimes not attend to tournaments and furusiyyas
-can't add a new holding slot in a province any-more
-religious tolerance technology now worsen inter-religion opinion instead of improving it
-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
-building costs won't decrease overtime due to technology
-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
-weaken chances a bit for "increase council power" faction
-dynamic trade routes helps with troops reinforcement and technology spread
-prosperous industry modifier is more worthy
-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
-the population buildings progression are a bit faster on first levels
-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
-general income and taxes changes
-various changes to specialization buildings, tribal holdings
-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
-improved starting population levels for various areas and eras
-changed some starting technologies for various areas and eras

BUGFIX:
-fixed relic not being consumed properly when starting the cathedral
-fixed buying relic not always transferring the relic properly
-non Christian capitals properly get a "Feudal city" (or equivalent) on startup
-fixed some vanilla bugs
-fixed my own bugs by the way
-population bonus from specializations now apply correctly



RELEASE BETA 0.99 SAINT2 (3rd of november 2019) for CK2 v3.2.x/v3.3.0
Expand Down
81 changes: 79 additions & 2 deletions L3T/Changelog__FR.txt
Original file line number Diff line number Diff line change
@@ -1,9 +1,86 @@
###############################
##################################
# MOD Les 3 Tours / The 3 Towers #
##############################
##################################

###par Arko et Mouchi

RELEASE 1.00 SEAL1 (14th june 2020) for CK2 v3.3.3

INSTALL WILL REQUIRE DIRECTORY CLEAN-UP (renamed and removed files, event ID re-tag)
NOT SAVE COMPATIBLE


MAJEUR :
-revamped bandits events (smuggler's ring etc. ) and effects. Additional events involving your marshal
-new claims mechanics and flavour (mechanics being rule locked behind a new game rule)
-new way to apply stewardship bonus to taxes, making holdings, buildings, provinces matter much
-changed some computation on population growth mechanics, among changes, the steward's "research technology" bringing possible bonus here.
-brand new loading screens based on "Codex Manesse" graphics
-made "Fortress" specialization more worthy (prison building, new special fortifications, balance)
-les cathédrales romanes sont désormais des "merveilles" et sont représentées sur la carte de jeu avec un modèle 3D

MINEUR et DIVERS :
-new prison building and according decision to use that new accommodation. A prisoner can't be moved back from there. Various liberation/evasion options are less likely to happen and success
-proselytize job map highlights now feature a distinct colour for heresies
-debug event is now reduced to only one event (L3T.1), alternatively turning on/off the debug mod. Mind that beyond special actions and notifications, some MTTH are now affected by this too
-new steward flavour (delegation)
-AI with no tribal vassals won't enact tribal related laws
-tribal laws can only bring gold (with opinion counterpart) to non tribal and never give troops to anyone
-some renovated and new events pics
-updated and added some icons (modifiers and target decisions)
-Muslim school building "Madrasah" gets an additional level
-cities get a city size marker automated building chain, showing the growth of the holding (3 levels)
-some buildings cost both gold and prestige (prestige cost is displayed in the buildings' tooltips and triggers)
-adapting some vanilla buildings to holdings specializations (capped by specialization)
-new chains of buildings (perception and belfry)
-new chains of buildings (main power buildings like episcopal palace, seigniorial residence... and their Muslim variations when needed
-fortification buildings for cities and temples holdings (merely same as castles ones)
-chancellor's "perform statecraft" job now can protect against claim fabrication
-spymaster's "scheme" job can help spotting a foreign chancellor fabricating claims on you
-new option to arrest and banish a chancellor fabricating a claim
-added support for pre-scripted holding specialization for episcopal cities and monasteries for both vanilla and SWMH map
-Romanesque cathedral burning may bring in pilgrims
-addition of a Pilgrim inn/road house you can build in a province with a province relic
-a province relic in itself don't bring taxes any-more (it didn't differed among religions)
-addition of a "Mufti" council position for Muslim
-new horse armours artefacts given as prize in Furusiyyas
-some event optimisation and file clean-up
-better event computation, code and files clean-up
-filling missing texts and better texts
-improved some English translations

EQUILIBRAGE :
-realm capitals are now assigned on startup
-AI may sometimes not attend to tournaments and furusiyyas
-can't add a new holding slot in a province any-more
-religious tolerance technology now worsen inter-religion opinion instead of improving it
-put some limitations on using the extort tribute CB (theocracies can't use it, as well as feudal vs other feudal co-religionists)
-building costs won't decrease overtime due to technology
-improve ambition chains ("textile experience" and "the sword") are now more likely to happen (lessen the skill cap)
-"cadastre" event chains are now more dynamic and triggered only, it is also more rewarding
-tax laws for feudal and iqta are now capped by centralization levels, tax levels are lowered, levy slider don't bring taxes any-more
-ask for/ask to lift excommunication actions now require some reasonable amount of prestige and piety to be performed
-weaken chances a bit for "increase council power" faction
-dynamic trade routes helps with troops reinforcement and technology spread
-prosperous industry modifier is more worthy
-general military: less raids, lower reinforcement speeds, naval attrition, armies are slightly slower, more expensive maintenance
-the population buildings progression are a bit faster on first levels
-trade-posts limits are now higher (vanilla has much more pre-built trade-posts than the limits, vastly disadvantaging emerging patrician houses)
-general income and taxes changes
-various changes to specialization buildings, tribal holdings
-tweaked the demesne sizes for various ranks, tribal government type don't bring any-more demesne size bonus
-you can't revoke a recently given title any-more (cool-down is 100years instead of 12months)
-improved starting population levels for various areas and eras
-changed some starting technologies for various areas and eras

CORRECTION DE BUGS :
-fixed relic not being consumed properly when starting the cathedral
-fixed buying relic not always transferring the relic properly
-non Christian capitals properly get a "Feudal city" (or equivalent) on startup
-fixed some vanilla bugs
-fixed my own bugs by the way
-population bonus from specializations now apply correctly



RELEASE BETA 0.99 SAINT2 (3 novembre 2019) pour CK2 v3.2.x/v3.3.0
Expand Down
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44 changes: 44 additions & 0 deletions L3T/common/artifacts/L3T_artifacts.txt
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Expand Up @@ -3,6 +3,50 @@ slots = {
slot_egg = 10
slot_books = 3
slot_royal_law = 1
slot_horse_armor = 1
}

#horse armors
horse_armor_tier_1_human = {
monthly_character_prestige = 0.25
martial = 1
combat_rating = 5
quality = 1
active = {
is_adult = yes
}
flags = { horse_armor armor created }
stacking = no
picture = "GFX_horse_armor_T1"
slot = slot_horse_armor
}
horse_armor_tier_2_human = {
monthly_character_prestige = 0.5
martial = 1
combat_rating = 7
command_modifier = { cavalry = 0.05 }
quality = 2
active = {
is_adult = yes
}
flags = { horse_armor armor created }
stacking = no
picture = "GFX_horse_armor_T2"
slot = slot_horse_armor
}
horse_armor_tier_3_human = {
monthly_character_prestige = 0.75
martial = 1
combat_rating = 10
command_modifier = { cavalry = 0.1 }
quality = 3
active = {
is_adult = yes
}
flags = { horse_armor armor created }
stacking = no
picture = "GFX_horse_armor_T3_glow_blue"
slot = slot_horse_armor
}

###ambition quests
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