Code: Alles auswählen
warrior_lodge_mictlantec = {
primary_attribute = martial
opinion_to_other_members = +10
opinion_per_rank_above = +5
sound = warrior_lodge_ambient_01
society_ranks_gfx = warriors_ranks
society_influence = no
non_interference = {
always = yes
}
active = {
has_dlc = "Holy Fury"
}
indestructible = yes
can_join_society = {
hidden_trigger = {
NAND = {
ai = yes
is_society_rank_full = {
society = warrior_lodge_mictlantec
rank = 1
}
}
}
is_adult = yes
custom_tooltip = {
text = has_not_angered_society_tt
hidden_trigger = { NOT = { has_character_modifier = warrior_lodge_failed_joining_cd } }
}
NOT = { has_character_modifier = warrior_lodge_failed_joining_cd }
hidden_trigger = {
NOT = { has_character_flag = society_join_block }
}
trigger_if = {
limit = { prisoner = yes }
prisoner = no
}
OR = {
religion_openly_mictlantec = yes
AND = {
custom_tooltip = {
text = society_has_at_least_10_members_tt
FROM = { num_of_society_members >= 10 }
}
has_tribal_or_nomadic_or_feudal_government_trigger = yes
custom_tooltip = {
text = special_join_warrior_lodge_trigger_tt
special_join_warrior_lodge_trigger = yes
}
NOT = { trait = zealous }
}
}
}
show_society = {
OR = {
#You are this religion: will show only this lodge (the other "show_society"'s will make sure)
religion_openly_mictlantec_trigger = yes
AND = {
#You are of a religion that doesn't match *any* warrior lodge
has_religion_matching_available_warrior_lodge_trigger = no
OR = {
#You have neighbors, etc, of the correct religion...
any_vassal = { religion_mictlantec_trigger = yes }
any_liege = { religion_openly_mictlantec_trigger = yes }
any_neighbor_independent_ruler = { religion_openly_mictlantec_trigger = yes }
}
}
NOT = { #Hide if: you don't have a religion that corresponds to this lodge, but there is another society available to you already
religion_openly_mictlantec_trigger = no
has_religion_matching_available_warrior_lodge_trigger = yes
}
#Always show if: You are already a member. Duh.
society_member_of = warrior_lodge_mictlantec
}
}
potential = { #if you change religion or become zealous while NOT pagan, you are kicked out
OR = {
religion_openly_mictlantec_trigger = yes
AND = {
religion_openly_mictlantec_trigger = no
NOT = { trait = zealous }
}
}
}
society_rank = { #"Leader of Youth"
level = 1
limit = 50
startup_limit = 10
modifier = {
monthly_character_prestige = 0.25
}
powers = {
warrior_lodge_duel #Passive Power: Unlocks Duel
warrior_lodge_shieldmaiden #Passive Power: Unlocks Shieldmaidens
warrior_lodge_survivor #Passive Power: Survivor
warrior_lodge_lifetime_of_war #Passive Power: A Lifetime of War
warrior_lodge_norse_go_berserk #Power: Go Berserk
}
}
society_rank = { #"Great Captain"
level = 2
limit = 20
startup_limit = 6
modifier = {
monthly_character_prestige = 0.5
combat_rating = 5
martial = 1
}
powers = {
warrior_lodge_reaver #Passive Power: Reaver
warrior_lodge_warrior_training #Power: Warrior Training
warrior_lodge_summon_commander #Power: Summon Commander
}
}
society_rank = { #"Otomi"
level = 3
limit = 10
startup_limit = 4
modifier = {
monthly_character_prestige = 0.75
combat_rating = 10
martial = 2
}
powers = {
warrior_lodge_inspire_warriors #Power: Inspire Warriors
warrior_lodge_war_sacrifice #Power: War Sacrifice
}
}
society_rank = { #"Shorn One"
level = 4
limit = 4
startup_limit = 3
modifier = {
monthly_character_prestige = 1
combat_rating = 15
martial = 3
}
powers = {
warrior_lodge_indomitable #Passive Power: Indomitable
warrior_lodge_call_to_glory #Power: Call to Glory
warrior_lodge_choose_military_aspect #Power: Choose Military Aspect
}
}
plots = {
}
monthly_currency_gain = {
name = currency_name_warrior_lodge_mictlantec
per_attribute = {
name = martial
value = 0.25
}
has_trait = {
trait = hunter
value = 1
}
has_trait = {
trait = incarnate
value = 3
}
has_trait = {
trait = mortal
value = 0.25
}
has_trait = {
trait = strategist
value = 1
}
has_trait = {
trait = duelist
value = 1
}
has_trait = {
trait = scarred
value = 1
}
has_trait = {
trait = scarred_mid
value = 2
}
has_trait = {
trait = scarred_high
value = 3
}
has_trait = {
trait = genius
value = 1
}
has_trait = {
trait = quick
value = 1
}
has_trait = {
trait = shrewd
value = 1
}
has_trait = {
trait = strong
value = 3
}
has_trait = {
trait = robust
value = 2
}
has_trait = {
trait = giant
value = 2
}
has_trait = {
trait = impaler
value = 1
}
has_trait = {
trait = falconer
value = 1
}
has_trait = {
trait = wroth
value = 1
}
has_trait = {
trait = proud
value = 1
}
has_trait = {
trait = patient
value = 1
}
has_trait = {
trait = diligent
value = 1
}
has_trait = {
trait = humble
value = 1
}
has_trait = {
trait = brave
value = 2
}
has_trait = {
trait = ambitious
value = 1
}
has_trait = {
trait = cruel
value = 1
}
has_trait = {
trait = stubborn
value = 1
}
has_trait = {
trait = adventurer
value = 1
}
has_trait = {
trait = viking
value = 1
}
has_trait = {
trait = pirate
value = 1
}
has_trait = {
trait = ravager
value = 2
}
has_trait = {
trait = seaking
value = 3
}
has_trait = {
trait = sea_queen
value = 3
}
has_trait = {
trait = shieldmaiden
value = 1
}
has_trait = {
trait = berserker
value = 1
}
has_trait = {
trait = varangian
value = 1
}
has_trait = {
trait = valhalla_bound
value = 1
}
has_trait = {
trait = eagle_warrior
value = 1
}
has_trait = {
trait = sun_warrior
value = 1
}
has_trait = {
trait = ukkos_shield
value = 1
}
has_trait = {
trait = nyames_shield
value = 1
}
has_trait = {
trait = peruns_chosen
value = 1
}
has_trait = {
trait = romuvas_own
value = 1
}
has_trait = {
trait = ares_own
value = 1
}
has_trait = {
trait = tengri_warrior
value = 1
}
#NEGATIVE modifiers
has_trait = {
trait = craven
value = -3
}
has_trait = {
trait = weak
value = -2
}
has_trait = {
trait = feeble
value = -1
}
has_trait = {
trait = slothful
value = -1
}
has_trait = {
trait = content
value = -1
}
has_trait = {
trait = dwarf
value = -1
}
has_trait = {
trait = clubfooted
value = -1
}
has_trait = {
trait = hunchback
value = -1
}
}
member_score_per_attribute = 3
member_score_per_rank = 100
member_score = {
value = 10
#POSITIVE modifiers
modifier = {
trait = hunter
factor = 1.3
}
modifier = {
trait = incarnate
factor = 1.2
}
modifier = {
trait = strategist
factor = 1.5
}
modifier = {
trait = duelist
factor = 1.5
}
modifier = {
trait = misguided_warrior
factor = 1.1
}
modifier = {
trait = tough_soldier
factor = 1.2
}
modifier = {
trait = skilled_tactician
factor = 1.4
}
modifier = {
trait = brilliant_strategist
factor = 1.6
}
modifier = {
trait = scarred
factor = 1.1
}
modifier = {
trait = one_eyed
factor = 1.1
}
modifier = {
trait = genius
factor = 1.2
}
modifier = {
trait = quick
factor = 1.1
}
modifier = {
trait = shrewd
factor = 1.1
}
modifier = {
trait = strong
factor = 1.2
}
modifier = {
trait = robust
factor = 1.1
}
modifier = {
trait = giant
factor = 1.1
}
modifier = {
trait = impaler
factor = 1.1
}
modifier = {
trait = falconer
factor = 1.1
}
modifier = {
trait = wroth
factor = 1.1
}
modifier = {
trait = proud
factor = 1.1
}
modifier = {
trait = patient
factor = 1.1
}
modifier = {
trait = diligent
factor = 1.1
}
modifier = {
trait = humble
factor = 1.1
}
modifier = {
trait = brave
factor = 1.2
}
modifier = {
trait = ambitious
factor = 1.1
}
modifier = {
trait = cruel
factor = 1.1
}
modifier = {
trait = stubborn
factor = 1.1
}
modifier = {
trait = adventurer
factor = 1.1
}
modifier = {
trait = viking
factor = 1.1
}
modifier = {
trait = pirate
factor = 1.1
}
modifier = {
trait = ravager
factor = 1.1
}
modifier = {
trait = seaking
factor = 1.1
}
modifier = {
trait = sea_queen
factor = 1.1
}
modifier = {
trait = shieldmaiden
factor = 1.1
}
modifier = {
trait = berserker
factor = 1.1
}
modifier = {
trait = varangian
factor = 1.1
}
modifier = {
trait = valhalla_bound
factor = 1.1
}
#NEGATIVE modifiers
modifier = {
trait = craven
factor = 0.8
}
modifier = {
trait = weak
factor = 0.8
}
modifier = {
trait = feeble
factor = 0.8
}
modifier = {
trait = slothful
factor = 0.9
}
modifier = {
trait = content
factor = 0.9
}
modifier = {
trait = dwarf
factor = 0.8
}
modifier = {
trait = clubfooted
factor = 0.8
}
modifier = {
trait = mortal
factor = 0.8
}
modifier = {
trait = hunchback
factor = 0.8
}
}
startup_populate = {
trigger = {
ai = yes
controls_religion = no
religion_openly_mictlantec_trigger = yes
is_adult = yes
is_in_society = no
OR = {
trait = zealous
martial = 12
has_lifestyle_martial_trigger = yes
has_education_martial_trigger = yes
OR = {
duelist_skill_is_medium_group_trigger = yes
duelist_skill_is_high_group_trigger = yes
}
}
}
}
}