####################################################### # weapon modifiers tweaked by Chris Stone April 02/04 # # - reduced most factors # ####################################################### ## WARFARE category = { id = 0 ## Bows group = { id = 0 shortbow = { weapon = { attack = { archer_cav = 6 archers = 6 } archer_cav = { heavy_inf = 1.1 pikemen = 1.2 militia = 1.3 } archers = { heavy_cav = 1.3 } } } longbow = { weapon = { attack = { archer_cav = 8 archers = 8 } archer_cav = { heavy_inf = 1.3 pikemen = 1.4 militia = 1.5 } archers = { heavy_cav = 1.5 } } } composite_longbow = { weapon = { attack = { archer_cav = 10 archers = 10 } archer_cav = { heavy_inf = 1.5 pikemen = 1.6 militia = 1.7 } archers = { heavy_cav = 1.7 } } } reinforced_longbow = { weapon = { attack = { archer_cav = 12 archers = 12 } archer_cav = { heavy_cav = 1.5 heavy_inf = 1.7 pikemen = 1.7 militia = 1.8 } archers = { heavy_cav = 1.9 } } } marksman_longbow = { weapon = { attack = { archer_cav = 15 archers = 15 } archer_cav = { heavy_cav = 1.5 heavy_inf = 1.8 pikemen = 1.8 militia = 2.0 } archers = { heavy_cav = 2.0 } } } } ## Crossbows group = { id = 1 slinged_javelin = { weapon = { attack = { archers = 5 } } } light_crossbow = { weapon = { attack = { archers = 7 } archers = { heavy_inf = 1.3 } } } medium_crossbow = { weapon = { attack = { archers = 9 } archers = { heavy_cav = 1.3 heavy_inf = 1.6 } } } heavy_crossbow = { weapon = { attack = { archers = 12 } archers = { heavy_cav = 1.6 heavy_inf = 2.0 } } } arbalest = { weapon = { attack = { archers = 15 } archers = { heavy_cav = 2.0 heavy_inf = 2.5 } } } } ## Leather armour group = { id = 2 soft_leather = { armor = { defence = { heavy_cav = 6 light_cav = 6 archer_cav = 5 archers = 5 heavy_inf = 6 pikemen = 6 militia = 5 } } } reinforced_leather = { armor = { defence = { heavy_cav = 7 light_cav = 7 archer_cav = 6 archers = 6 heavy_inf = 7 pikemen = 7 militia = 6 } } } boiled_leather = { armor = { defence = { heavy_cav = 8 light_cav = 7 archer_cav = 7 archers = 7 heavy_inf = 7 pikemen = 7 militia = 7 } } } rigid_leather = { armor = { defence = { heavy_cav = 8 light_cav = 8 archer_cav = 8 archers = 8 heavy_inf = 8 pikemen = 8 militia = 8 } } } scaled_leather = { armor = { defence = { heavy_cav = 9 light_cav = 9 archer_cav = 9 archers = 9 heavy_inf = 9 pikemen = 9 militia = 9 } } } } ## Chain armour group = { id = 3 chained_leather = { armor = { defence = { heavy_cav = 8 light_cav = 8 heavy_inf = 8 pikemen = 8 } } } light_chainmail = { armor = { defence = { heavy_cav = 10 light_cav = 10 heavy_inf = 10 pikemen = 10 } } } chainmail = { armor = { defence = { heavy_cav = 12 light_cav = 12 heavy_inf = 12 pikemen = 12 } } } full_chainmail = { armor = { defence = { heavy_cav = 14 light_cav = 13 heavy_inf = 14 pikemen = 13 } } } plated_chainmail = { armor = { defence = { heavy_cav = 15 light_cav = 14 heavy_inf = 15 pikemen = 14 } } } } ## Plate armour group = { id = 4 quilted_coat = { armor = { defence = { heavy_cav = 9 heavy_inf = 9 } } } scalemail = { armor = { defence = { heavy_cav = 12 heavy_inf = 12 } } } half_plate = { armor = { defence = { heavy_cav = 15 heavy_inf = 15 } } } platemail = { armor = { defence = { heavy_cav = 18 heavy_inf = 18 } } } full_plate = { armor = { defence = { heavy_cav = 20 heavy_inf = 20 } } } } ## Crush melee weapons group = { id = 5 handaxe = { weapon = { attack = { light_cav = 7 heavy_inf = 7 } heavy_inf = { militia = 1.3 } } } warhammer = { weapon = { attack = { light_cav = 9 heavy_inf = 9 } heavy_inf = { militia = 1.5 archers = 1.3 } } } mace = { weapon = { attack = { light_cav = 11 heavy_inf = 11 } heavy_inf = { militia = 1.7 archers = 1.4 } } } morningstar = { weapon = { attack = { heavy_inf = 13 } heavy_inf = { militia = 1.9 archers = 1.5 pikemen = 1.3 } } } battleaxe = { weapon = { attack = { heavy_inf = 15 } heavy_inf = { militia = 2.0 archers = 1.7 pikemen = 1.5 } } } } ## Slash melee weapons group = { id = 6 shortsword = { weapon = { attack = { heavy_cav = 8 light_cav = 7 heavy_inf = 7 } light_cav = { archer_cav = 1.5 } } } broadsword = { weapon = { attack = { heavy_cav = 10 light_cav = 9 heavy_inf = 9 } light_cav = { archer_cav = 2.0 } } } longsword = { weapon = { attack = { heavy_cav = 12 light_cav = 11 heavy_inf = 11 } light_cav = { archer_cav = 2.5 } } } bastardsword = { weapon = { attack = { heavy_cav = 14 heavy_inf = 13 } heavy_inf = { militia = 1.5 } } } greatsword = { weapon = { attack = { heavy_inf = 16 } heavy_inf = { militia = 2.0 archers = 1.5 } } } } ## Piercing melee weapons group = { id = 7 longspear = { weapon = { attack = { militia = 5 pikemen = 7 } pikemen = { heavy_cav = 1.3 } } } pike = { weapon = { attack = { militia = 6 pikemen = 9 } pikemen = { heavy_cav = 1.5 light_cav = 1.5 } } } lance = { weapon = { attack = { heavy_cav = 15 } heavy_cav = { militia = 1.5 archers = 1.5 } } } polearm = { weapon = { attack = { militia = 7 pikemen = 12 } pikemen = { heavy_cav = 2.0 light_cav = 2.0 } } } heavy_lance = { weapon = { attack = { heavy_cav = 20 } heavy_cav = { militia = 2.5 archers = 2.5 pikemen = 1.5 heavy_inf = 2.0 } } } } ## Siege Equipement group = { id = 8 battering_ram = { siege = 1.1 } siege_ladders = { siege = 1.2 } siege_towers = { siege = 1.3 } trebuchet = { siege = 1.4 } mangonel = { siege = 1.5 } } ## Castles group = { id = 9 hill_fort = { #allows_for_hill_fort } small_castle = { #allows_for_small_castle } medium_castle = { #allows_for_medium_castle } large_castle = { #allows_for_large_castle } huge_castle = { #allows_for_huge_castle } } ## Defensive Tactics group = { id = 10 defensive_terrain = { combat_multiplier = { shock = { archers = 1.05 } morale = { pikemen = 1.05 militia = 1.1 } } } positional_combat = { combat_multiplier = { morale = { heavy_inf = 1.1 pikemen = 1.1 } } } missile_barrage = { combat_multiplier = { shock = { archer_cav = 1.1 archers = 1.1 } } } drilled_pikers = { combat_multiplier = { morale = { pikemen = 1.2 } shock = { pikemen = 1.2 } } } unitorganization = { combat_multiplier = { morale = { heavy_cav = 1.1 heavy_inf = 1.1 pikemen = 1.1 militia = 1.1 } } } } ## Offensive Tactics group = { id = 11 offensive_terrain = { combat_multiplier = { morale = { heavy_cav = 1.1 light_cav = 1.1 } } } frontal_charge = { combat_multiplier = { morale = { heavy_cav = 1.2 light_cav = 1.2 } } } reserves = { combat_multiplier = { morale = { heavy_cav = 1.1 heavy_inf = 1.2 } } } dismounted_knights = { combat_multiplier = { morale = { heavy_cav = 1.2 heavy_inf = 1.1 } } } hierarkic_command = { combat_multiplier = { morale = { heavy_cav = 1.1 light_cav = 1.1 heavy_inf = 1.1 } } } } } ## PRODUCTION category = { id = 1 ## Farming Techniqus group = { id = 12 two_field_system = { lasting_effects = { percentage_score = { gold = 1.04 } } } three_field_system = { lasting_effects = { percentage_score = { gold = 1.04 } } } stripe_ploughing = { lasting_effects = { percentage_score = { gold = 1.03 } } } soil_amelioration = { lasting_effects = { percentage_score = { gold = 1.02 } } } rooting_out = { lasting_effects = { percentage_score = { gold = 1.01 } } } } ## Farming Equipment group = { id = 13 wood_plows = { lasting_effects = { percentage_score = { gold = 1.03 } } } ironedged_wood_plows = { lasting_effects = { percentage_score = { gold = 1.02 } } } ironplows = { lasting_effects = { percentage_score = { gold = 1.03 } } } pitchforks_and_harrows = { lasting_effects = { percentage_score = { gold = 1.02 } } } padded_horsecollars = { lasting_effects = { percentage_score = { gold = 1.03 } } } } ## Cattle Herding group = { id = 14 chickens = { lasting_effects = { percentage_score = { gold = 1.02 } } } goats = { lasting_effects = { percentage_score = { gold = 1.02 } } } pigs = { lasting_effects = { percentage_score = { gold = 1.03 } } } sheep = { lasting_effects = { percentage_score = { gold = 1.03 } } } cows = { lasting_effects = { percentage_score = { gold = 1.04 } } } } ## Handicraft Goods group = { id = 15 saltrefinery = { } glassblowing = { } clothmaking = { } sugerrefinery = { } papermaking = { } } ## Handicraft mining group = { id = 16 stonepit = { } coalpit = { } ironworks = { } percussion_drilling = { } cast_iron = { } } ## Architecture group = { id = 17 basilican_structures = { } brickwork_structures = { } romanesque_vaulting = { } cylindrical_structures = { } gothic_buttresses = { } } ## Infrastructure/Power group = { id = 18 road_building = { } large_ship_building = { } windwheel = { } waterwheel = { } black_coal = { } } ## Commerce Institutions group = { id = 19 minor_merchant_houses = { lasting_effects = { tolls = 1.01 } } local_merchant_houses = { lasting_effects = { tolls = 1.02 } } mint = { lasting_effects = { tolls = 1.05 } } guilds = { lasting_effects = { tolls = 1.02 } } reknown_merchant_houses = { lasting_effects = { tolls = 1.05 } } } ## Trade Practices group = { id = 20 business_contracts = { lasting_effects = { percentage_score = { gold = 1.01 } } } promissory_note = { lasting_effects = { percentage_score = { gold = 1.02 } } } letters_of_credit = { lasting_effects = { percentage_score = { gold = 1.03 } } } double_entry_bookkeeping = { lasting_effects = { percentage_score = { gold = 1.04 } } } foreign_accreditation = { lasting_effects = { percentage_score = { gold = 1.05 } } } } ## Fairs and Routes group = { id = 21 annual_sailing = { lasting_effects = { percentage_score = { gold = 1.01 } } } local_fairs = { lasting_effects = { percentage_score = { gold = 1.01 } } } distant_trading = { lasting_effects = { percentage_score = { gold = 1.02 } } } exotic_trading = { lasting_effects = { percentage_score = { gold = 1.03 } } } international_fairs = { lasting_effects = { percentage_score = { gold = 1.06 } } } } } ## CULTURE category = { id = 2 ## Noble Customs group = { id = 22 divine_rights = { lasting_effects = { periodic_loyalty = { nobles = 0.001 } } } chronicle_writing = { lasting_effects = { periodic_loyalty = { nobles = 0.001 } } } romantic_poetry = { lasting_effects = { periodic_loyalty = { nobles = 0.001 } } } heraldry = { lasting_effects = { periodic_loyalty = { nobles = 0.001 } percentage_score = { prestige = 1.05 } } } oblige_noblesse = { lasting_effects = { periodic_loyalty = { nobles = 0.001 } percentage_score = { prestige = 1.05 } } } } ## Popular Customs group = { id = 23 divine_duty = { lasting_effects = { periodic_loyalty = { peasants = 0.001 } } } jongleurs = { lasting_effects = { periodic_loyalty = { peasants = 0.001 } } } troubadours = { lasting_effects = { periodic_loyalty = { peasants = 0.001 } } } miracle_plays = { lasting_effects = { periodic_loyalty = { peasants = 0.002 } percentage_score = { gold = 1.01 } } } carnivals = { lasting_effects = { periodic_loyalty = { peasants = 0.002 } percentage_score = { gold = 1.01 } } } } ## Schools group = { id = 24 the_seven_liberal_arts = { } monastic_schools = { } cathedral_schools = { } universities = { } academic_disciplines = { } } ## Thoughts group = { id = 25 aristotelian_logics = { } scholastics = { } astrology = { } natural_philosophy = { } science = { } } ## Profane Art group = { id = 26 sculptures = { lasting_effects = { periodic_loyalty = { burghers = 0.001 } } } musical_instruments = { lasting_effects = { periodic_loyalty = { burghers = 0.001 } } } ballads = { lasting_effects = { periodic_loyalty = { burghers = 0.001 } } } fashion_clothes = { lasting_effects = { periodic_loyalty = { burghers = 0.001 } tolls = 1.05 } } vernacular_literature = { lasting_effects = { periodic_loyalty = { burghers = 0.001 } tolls = 1.05 } } } ## Spiritual Art group = { id = 27 relics = { lasting_effects = { periodic_loyalty = { clergy = 0.001 } } } music_notation_system = { lasting_effects = { periodic_loyalty = { clergy = 0.001 } } } choir_song = { lasting_effects = { periodic_loyalty = { clergy = 0.001 } } } tapestries = { lasting_effects = { periodic_loyalty = { clergy = 0.001 } percentage_score = { piety = 1.05 } } } extravagant_decoration = { lasting_effects = { periodic_loyalty = { clergy = 0.001 } percentage_score = { piety = 1.05 } } } } ## Religious Stringency group = { id = 28 clerical_celibacy = { } letters_of_indulgence = { } inquisition = { } formalized_lithurgy = { } jubilee = { } } ## Religious Flexibility group = { id = 29 ascetism = { } apostolic_poverty = { } critical_bible_interpretations = { } bible_translations = { } critical_thinking = { } } }