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#VU - Updated by San Felipe for v1.36.2.*
#Victorum Universalis Note -
#There is no way to modify this carefully overriding parts of it.
#File has been documented well and organised to the best of our abilities. Any submods or addons desiring to add their own entries will need to manually update this entirely
#after every VU update. This is out of our hands and there are no suggestions for this.
#Furthermore, this file contains new entries throughout various sections and should not crash the game if said entries have been entered and linked correctly with respective files.
#Many thanks to you all - San Felipe.
# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.
# cost = x #==> cost in $ to build (subject to other modifiers)
# time = x #==> number of months to build.
# modifier = m # a modifier on the province that the building gives
# trigger = t # an and trigger that needs to be fullfilled to build and keep the building
# one_per_country = yes/no # if yes, only one of these can exist in a country
# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus
# onmap = yes/no # show as a sprite on the map
# FROM = owner
# ROOT = province
# Building AI is now mainly hard-coded. The AI will estimate how much it gains yearly from each building,
# convert the value to ducats, and take the building with biggest yearly return as a percentage of the build cost.
# If lower than 1%, the AI will not consider the yearly return worth it.
# It will also require higher yearly return if the economy in not in prime shape.
# Forts' value also get converted to a yearly return based on terrain and strategic position, as well as available budget for fort maintenance.
# AI can still be modded though; it will multiply the yearly return with the value of ai_will_do.
# If you don't want the AI to build a building at all, make ai_will_do become 0.
# AI will consider each building to be worth 0.01 ducats per year as a base, so making ai_will_do above cost will have them build it at some point.
# It will still check whether it can afford a building before doing so though, but may save up to it.
#
############################################################
# All of AI has been re-done by DonBrom for the VU project #
############################################################
#
################################################
### PRODUCTION
#Tier 1 Production - Workshop
workshop = {
cost = 100 #VU - Kept at 150 to 200 in v1.36.2.* by San Felipe
time = 12
#Returned price to 100 due to the production efficiency increase.
modifier = {
local_production_efficiency = 0.5
trade_goods_size = 0.1 #Don
#VU 2.0 Debufs
local_warscore_cost_modifier = 0.1
local_core_creation = 0.025
#VU 3.0
local_governing_cost_increase = 5
}
on_built = {
#VU 3.0
add_base_production = 1
}
on_destroyed = {
#VU 3.0
add_base_production = -1
}
on_obsolete = {
}
allow_in_gold_provinces = no
ai_will_do = {
factor = 1
################################
## Don's New Super-Economy AI ##
################################
modifier = {
factor = 0
OR = {
#Never do when...
FROM = {
vu_don_economy_ai_never_do_when = yes
}
#Never build in...
vu_don_economy_ai_never_build_in = yes
}
}
#Don note - both Avoids are separate, as they are supposed to stack...
#Avoid doing when...
modifier = {
factor = 0.25
FROM = {
vu_don_economy_ai_avoid_doing_when = yes
}
}
#Avoid building in...
modifier = {
factor = 0.25
vu_don_economy_ai_avoid_building_in = yes
}
}
}
#Tier 2 Production - Counting House
counting_house = {
cost = 200 #VU - Kept at 400 in v1.36.2.* by San Felipe
time = 24
#VU AddOn price changed from 400 to 200. Part of the comprehensive balance overhaul to adjust buildings to the VU map (with all its new provinces).
#VU AddOn time changed from 12 to 24. Doubling upgraded buildings' build time.
make_obsolete = workshop
modifier = {
local_production_efficiency = 1
trade_goods_size = 0.2 #Don
#VU 2.0 Debufs
local_warscore_cost_modifier = 0.15
local_core_creation = 0.03
#VU 3.0
local_governing_cost_increase = 10
}
on_built = {
#VU 3.0
add_base_production = 2
}
on_destroyed = {
#VU 3.0
add_base_production = -2
}
on_obsolete = {
}
allow_in_gold_provinces = no
ai_will_do = {
factor = 1
################################
## Don's New Super-Economy AI ##
################################
modifier = {
factor = 0
OR = {
#Never do when...
FROM = {
vu_don_economy_ai_never_do_when = yes
}
#Never build in...
vu_don_economy_ai_never_build_in = yes
}
}
#Don note - both Avoids are separate, as they are supposed to stack...
#Avoid doing when...
modifier = {
factor = 0.25
FROM = {
vu_don_economy_ai_avoid_doing_when = yes
}
}
#Avoid building in...
modifier = {
factor = 0.25
vu_don_economy_ai_avoid_building_in = yes
}
}
}
#Tier 3 Production - Factory
factory = {
cost = 300 #VU - Kept at 800 in v1.36.2.* by San Felipe
time = 48
#Factories are expensive and take a long time to build because they're the last tier of the production category and are quite powerful (as they should be).
make_obsolete = counting_house
modifier = {
local_production_efficiency = 1.5
trade_goods_size = 0.3 #Don
#VU 2.0 Debufs
local_warscore_cost_modifier = 0.2
local_core_creation = 0.05
#VU 3.0
local_governing_cost_increase = 15
}
build_trigger = {
is_state = yes
NOT = {
any_province_in_state = {
OR = {
has_building = counting_house
has_building = factory
has_construction = counting_house
has_construction = factory
}
}
}
}
keep_trigger = {
calc_true_if = {
amount = 1
all_province_in_state = {
OR = {
has_building = counting_house
has_building = factory
has_construction = counting_house
has_construction = factory
}
}
}
NOT = {
calc_true_if = {
amount = 2
all_province_in_state = {
OR = {
has_building = counting_house
has_building = factory
has_construction = counting_house
has_construction = factory
}
}
}
}
}
on_built = {
#VU 3.0
add_base_production = 3
}
on_destroyed = {
#VU 3.0
add_base_production = -3
}
on_obsolete = {
}
allow_in_gold_provinces = no
ai_will_do = {
factor = 1
################################
## Don's New Super-Economy AI ##
################################
modifier = {
factor = 0
OR = {
#Never do when...
FROM = {
vu_don_economy_ai_never_do_when = yes
}
#Never build in...
vu_don_economy_ai_never_build_in = yes
}
}
#Don note - both Avoids are separate, as they are supposed to stack...
#Avoid doing when...
modifier = {
factor = 0.25
FROM = {
vu_don_economy_ai_avoid_doing_when = yes
}
}
#Avoid building in...
modifier = {
factor = 0.25
vu_don_economy_ai_avoid_building_in = yes
}
}
}
################################################
### TRADE
#Tier 1 Trade - Marketplace
marketplace = {
cost = 100 #VU - Increased from 100 to 200 in v1.36.2.* by San Felipe
time = 12
modifier = {
province_trade_power_modifier = 0.5
trade_value = 0.25 #Don
#VU 2.0 Debufs
local_warscore_cost_modifier = 0.1
local_core_creation = 0.05
#VU 3.0
local_governing_cost_increase = 5
}
build_trigger = {
is_state = yes
province_has_center_of_trade_of_level = 1
}
on_built = {
#VU 3.0
add_base_production = 1
}
on_destroyed = {
#VU 3.0
add_base_production = -1
}
on_construction_started = {
}
}
#Avoid building in...
modifier = {
factor = 0.25
vu_don_economy_ai_avoid_building_in = yes
}
}
}
################################################
### FORTIFICATION
#Tier 1 Fortification - Trench
#trench = {
# cost = 50
# time = 2
# #Not possible to build a trench if the province already has a fort.
# build_trigger = {
# NOT = {
# OR = {
# has_building = fort_15th
# has_building = fort_16th
# has_building = fort_17th
# has_building = fort_18th
# }
# }
# }
# modifier = {
# #Trench is equal in defense to a Bastion (Tier 2 Fort) with the exception of not reducing unrest.
# fort_level = 2
# local_defensiveness = 0.5
# #Trenches weren't like buildings that took space near city centers, so costing building slots doesn't really suit them.
# allowed_num_of_buildings = 1
# #While many died in trenches due to warfare, deaths caused by their terrible conditions (disease) were just as common.
# attrition = 10
# max_attrition = 10
# #To avoid making a trench be just like a fort but cheaper and faster, they're devastating to the development of provinces.
# local_monthly_devastation = 0.5
# local_development_cost = 0.5
# }
# onmap = yes
# influencing_fort = yes
# ai_will_do = {
# factor = 1
# modifier = {
# factor = 0
# NOT = {
# any_neighbor_province = {
# NOT = {
# controller = {
# tag = ROOT
# }
# }
# }
# }
# }
# #AI will only be build during a war
# modifier = {
# factor = 0
# owner = {
# is_at_war = no
# }
# }
# #AI will build in provinces that border enemy or occupied provinces
# modifier = {
# factor = 2
# any_neighbor_province = {
# controller = {
# war_with = ROOT
# }
# }
# }
# }
#}