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flintsparc

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Recommended rules:

Mongol Invasion: Off
Aztec Invasion: Off
Devil Worshipers: None
Turkic Conquerors: Off
Gender Equality: All
Supernatural Events: Off
Culture Conversion: Slower Conversion
Raiding: Unrestricted
Charlemagne Custom Realms: On
Charlemagne Story Events: Off
Vassal Theocracies: Unrestricted
Defensive Attrition: Off
Assassination: Direct Action
Way of Life: Dueling: Unrestricted
Grand Independence: Unrestricted
Demense Size: Quartered
Vassal Limit: Unlimited
Titles Named After Dynasties: Off
 

ngppgn

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Alright HOT CODE

Save monthly. I do. Also, 1250 is the most stable bookmark.

Is this more updated than the last link you sent me?

Regarding some of the points made by @lorres , as Flint has said, the idea is letting each holding be a barony in VtM's sense, and let the politicking emanate from that throught events. So all the vampires in a province are supposed to be inhabiting the same city. If we have the prince, the baron and then unlanded vampires we need to give some manner of resources to the later, so that they are a bit more relevant. Maybe use the artifact system for tracking "backgrounds" such as herd and retainers?

Also, a quick note on republican gameplay: patricians cannot openly rebel against the doge without breaking the mechanics, and patrician palaces cannot be sieged in wars. This might be useful or detrimental to the purpose of making palaces represent havens.

(reminder: I think wars and factions are disabled for baron-level characters in vanilla, we'll need to see if that can be changed, and if so, how does it affects performance).
 

flintsparc

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Maybe use the artifact system for tracking "backgrounds" such as herd and retainers?
Intriguing idea!

Also, a quick note on republican gameplay: patricians cannot openly rebel against the doge without breaking the mechanics, and patrician palaces cannot be sieged in wars. This might be useful or detrimental to the purpose of making palaces represent havens.
A house can be destroyed, however, if every member of that house is killed. When that happens, a new house is automatically generated. It gets a new dynasty. How do I know this? Well... it was a very bitter feud in Venice...
 

ngppgn

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Intriguing idea!

A house can be destroyed, however, if every member of that house is killed. When that happens, a new house is automatically generated. It gets a new dynasty. How do I know this? Well... it was a very bitter feud in Venice...

Can I propose replacing all the <clanname>antitribu traits and having a single "antitribu" trait instead? So a nosferatu antitribu would have the nosferatu trait and the antitribu trait.
That'll make much easier to code any effect which needs to vary depending on clan.
 

ngppgn

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Lasombra antitribu and Tzmisce antitribu (Old Clan Tzimisce) aren't Sabbat though. Outside of sect events, there are some discipline variations. With so much else to do, rewriting that doesn't seem so useful.
I can rewrite the trait and their reference throughout the mod pretty easily. (open all files in notepad++ and use a regexp in find&replace). But won't do it unless you give the the go ahead. As for usefullness, it's mostly to be able to use trigger_switch on clan traits and not have to repeat the same code for a clan and it's antitribu e.g. in the dynasty assignement scripted effect.
 

flintsparc

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I can rewrite the trait and their reference throughout the mod pretty easily. (open all files in notepad++ and use a regexp in find&replace). But won't do it unless you give the the go ahead. As for usefullness, it's mostly to be able to use trigger_switch on clan traits and not have to repeat the same code for a clan and it's antitribu e.g. in the dynasty assignement scripted effect.
Right, and clan triggers are currently sparsely used. Just on the vampire_noble_setup and vampire_commoner_setup for assigning initial disciplines or clan dynasties; and possibly as a modifier/limit for training disciplines (and we should probably use a different 1/5/10/50 year pulse event for AI training up disciplines rather than decisions). Minor titles like Nosferatu Primogen in the Camarilla aren't going to even check for antitribu, as that is a Camarilla not Sabbat posiion--likewise Lasombra antitribu can't be Camarilla Clan Primogen.

When you are into assigning the disciplines for Vampire characters at setup, you still have to check for antitribu. So going from say 26 checks to 13 checks and then antitribu check (14). I get that this is an optimization suggestion, but we'd probably be better off taking out one of my obsessive-compulsive checks for supernatural status or something ;) The biggest use of setup is current on_startup; and it doesn't seem to take all that long.

If you want to put the work into it, alright. It just seems like not a whole lot of gain for some work that we could maybe put into something that's broken (ghouls) or a feature we want (bloodbonds, artefacts, societies, etc...)
 

flintsparc

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If someone wanted to start working on Treasury items like artifacts and relics, that would be great.

Here is a list:

Major Artifacts

Ankaran Sarcophagus

Eye of Hazimel

Lamp of Constantine

Sargon Fragment

Sword of Nul

Tablet of Destiny

The True Vessel


Minor Artifacts


Player's Guide to Artifacts

Aaron's Feeding Razor

Black Gloves

Brass Heart Shield

Concoction of Vitality

Femur of Toomler

Giants' Blood

Hand of Conrad

Ivory Bow

Jorum of Kinsmanship

Martinelli's Ring of Clear Thought

Phylactery of Recorded Memory

Pumping Heart of Nizchetus

Tongue of Jarthis the Slaver

Vestment of Vileness


Vampire Storytellers Handbook

Argent Baton

Bloodstones

Cloak of the Abalone

Elixir of Distillation

Monocle of Clarity

Powder of Rigidity

Ring of the Inscrutable Eye

Rowan Ring

Tapestry of the Blood

Waxen Poetica


Vampire Players Guide

Berserker Fang

Blazing Candle

Blood Pouch

Gangrel Eye

Inner Stone

Sire's Index Finger


Blood Sacrifice: The Thaumaturgy Companion

Heart's Desire

Katrina's Cross

Locke's Computer

Mirror of Dreams


Kindred of the Ebony Kingdom

Blood Shield

Kduva's Mask

Pledge-Sword

Skin of the King

Vanishing Bead


Victorian Age: Vampire Companion

Bloodspot Dice

Malady Pen


Vampire: The Eternal Struggle

Aaron's Feeding Razor

Agate Talisman

Amulet of Temporal Perception

Ancestor's Talisman

Argent Baton

Baleful Doll

Banshee Ironwail

Black Gloves

Blade of Enoch

Blood Shield

Bloodstone

Blood Tears of Kephran

Bowl of Convergence

Chalice of Kinship

Changeling Skin Mask

Cloak of the Abalone

Codex of the Damned

Concoction of Vitality

Crimson Sentinel

Crusader Sword

Drums of Xipe Totec

Elixir of Distillation

Enchanted Marionette

Erebus Mask

Eye of Hazimel

Femur of Toomler

Flaming Candle

Hand of Conrad

Heart of Nizchetus

Ivory Bow

Jar of Skin Eaters

Joumlon's Axe

Kali's Fang

Kduva's Mask

Living Wood Staff

Martinelli's Ring

Mokolé Blood

Monocle of Clarity

Mummy's Tongue

Nkishi

Orb of Ulain

Powder of Rigidity

Reliquary: Akunanse Remains

Reliquary: Biaque

Reliquary: Shango Remains

Reliquary: Trinket

Ritual Scalpel

Rowan Ring

Sargon Fragment

Seal of Veddartha

Sengir Dagger

Shaal Fragment

Shackles of Enkidu

Shilmulo Tarot

Signet Ring of King Saul

Sire's Index Finger

Soul Gem of Etrius

Sword of Judgment

Sword of Nuln

Sword of Troile

Tapestry of Blood

Tinglestripe

Veneficorum Artum Sanguis

Waxen Poetica

Weirding Stone
 

flintsparc

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Wouldn't tribal camps make more sence for WtA societies?
We thought about that. In vanilla, though, its largely about what kind of building/improvements can be made, and how Tribal leaders call up armies rather than like vassals.

The plan was already to have some different buildings for Vampires than Werewolves.

We removed the buildings for now because the low troop numbers modified in defines broke game AI on moving armies around.

Other issues like raiding, we have all supernatural covenants allowing raiding.

Old Castle Haven:
Code:
# Triggers are in Province scope. The From Scope contains the settlement holder (character)
# start trigger is in title scope.
#<tag> = {
# desc = description used in the tooltip of the building
# trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
# gold_cost = cost to build the building
# build_time = time to build, in days
#
# ai_creation_factor = weight that the AI uses to determine what building to build
# extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
#}
# Haven: add fort level
# Kennel: add blood hounds special unit
# Brothel: add province blood, add monthly gold
# Tavern: add province blood, add monthly gold
# Crypt: add fort level
# Sewer: add fort level
# Smuggler Ring: add ships
# Hidden Cove: add ships
# Pirate Fleet: add ships
# Blacksmith
# Silversmith: give a damage bonus against werewolves
# Gargoyle rookery (workshop?): add gargoyles as a special unit
# Building/Influence Overhaul
# Bribed (Level 1): First stage of controlling a resource. Quick and cheap to do with small reward. 1 week, 10 gold. +1 light_infantry
# Influenced (Level 2): Second stage of controlling a resource. Moderate time, moderate cost with moderate reward. 1 month, 50 gold. +10 light_infantry
# Controlled (Level 3): Third stage of controlling a resource. Large time, large cost with large reward. 1 year, 400 gold. +100 light_infantry
# Ghouled (Level 2.G): For vampires only and costs province blood. Quick and cheap to do with large reward. 1 week, 10 gold, +100 light_infantry. But costs 1 province blood every month, and has
# a trigger of a high provnice blood to do.
# Conditioned (Level 3.C): For vampires with Dominate IV. Large time, moderate cost with a large reward. 6 months, 250 gold. +75 light_infantry. This will give Ventrue a subsantial edge over
# other vampires in influencing society.
# Not all building/influence will have these options and paths; but most will
# Bribed Whore (Level 1)
# Influenced Pimp (Level 2)
# Controlled Brothel (Level 3)
# Ghouled Madam (Level 2.G)
# Conditioned Whores (Level 3.C)
# Castle
castle = {
# Basic safe haven
ca_haven_1 = {
desc = ca_haven_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 75
build_time = 365
fort_level = 0.5
ai_creation_factor = 80
extra_tech_building_start = 1.0
add_number_to_name = no
}
ca_haven_2 = {
desc = ca_haven_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
upgrades_from = ca_haven_1
gold_cost = 125
build_time = 400
fort_level = 0.5
garrison_size = 0.05
ai_creation_factor = 79
extra_tech_building_start = 0.0
add_number_to_name = no
}
ca_haven_3 = {
desc = ca_haven_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
upgrades_from = ca_haven_2
gold_cost = 200
build_time = 750
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
ca_haven_4 = {
desc = ca_haven_4_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
upgrades_from = ca_haven_3
gold_cost = 300
build_time = 1000
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
ca_haven_5 = {
desc = ca_haven_5_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
upgrades_from = ca_haven_2
gold_cost = 400
build_time = 1250
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Castle Guard
# Bribed Castle Guard (Level 1)
ca_castle_guard_1 = {
desc = ca_castle_guard_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 10
build_time = 7
heavy_infantry = 1
garrison_size = 0.01
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Castle Guard Sergeant (Level 2)
ca_castle_guard_2 = {
desc = ca_castle_guard_2_desc
upgrades_from = ca_castle_guard_1
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 50
build_time = 30
heavy_infantry = 10
pikemen = 5
garrison_size = 0.05
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Ghouled Baron (Level 2.G)
ca_castle_guard_2g = {
desc = ca_castle_guard_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_castle_guard_2 }
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 10
build_time = 7
pikemen = 10
heavy_infantry = 25
garrison_size = 0.10
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Castle Guard(Level 3)
ca_castle_guard_3 = {
desc = ca_castle_guard_3_desc
upgrades_from = ca_castle_guard_2
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 400
build_time = 356
heavy_infantry = 50
pikemen = 25
garrison_size = 0.10
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Conditioned Castle Guard (Level 3.C)
ca_castle_guard_3c = {
desc = ca_castle_guard_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_castle_guard_3 }
trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
gold_cost = 250
build_time = 180
pikemen = 10
garrison_size = 0.09
heavy_infantry = 25
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Knights
# Bribed Squire (Level 1)
ca_knights_1 = {
desc = ca_knights_1_desc
trigger = { TECH_CAVALRY = 0 }
gold_cost = 10
build_time = 7
light_cavalry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Knight (Level 2)
ca_knights_2 = {
desc = ca_knights_2_desc
upgrades_from = ca_knights_1
trigger = { TECH_CAVALRY = 1 }
gold_cost = 50
build_time = 30
light_cavalry = 5
knights = 1
ai_creation_factor = 98
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Ghouled Knight Commander (Level 2.G)
ca_knights_2g = {
desc = ca_knights_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_knights_2 }
trigger = { TECH_CAVALRY = 1 }
gold_cost = 10
build_time = 7
knights = 10
light_cavalry = 25
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Knightly Order (Level 3)
ca_knights_3 = {
desc = ca_knights_3_desc
upgrades_from = ca_knights_2
trigger = { TECH_CAVALRY = 2 }
gold_cost = 400
build_time = 356
knights = 25
light_cavalry = 50
ai_creation_factor = 95
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Knights (Level 3.C)
ca_knights_3c = {
desc = ca_knights_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_knights_3 }
trigger = { TECH_CAVALRY = 3 }
gold_cost = 250
build_time = 180
knights = 15
light_cavalry = 30
garrison_size = 0.04
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Militia
# Bribed Militiaman (Level 1)
ca_militia_1 = {
desc = ca_militia_1_desc
trigger = { TECH_LIGHT_INFANTRY = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
garrison_size = 0.01
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Militia Sergeant (Level 2)
ca_militia_2 = {
desc = ca_militia_2_desc
upgrades_from = ca_militia_1
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 50
build_time = 30
light_infantry = 10
archers = 5
garrison_size = 0.05
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Ghouled Militia Commander (Level 2.G)
ca_militia_2g = {
desc = ca_militia_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_militia_2 }
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 10
build_time = 7
archers = 10
light_infantry = 20
garrison_size = 0.10
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Militia(Level 3)
ca_militia_3 = {
desc = ca_militia_3_desc
upgrades_from = ca_militia_2
trigger = { TECH_LIGHT_INFANTRY = 2 }
gold_cost = 400
build_time = 356
light_infantry = 50
archers = 25
garrison_size = 0.10
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Conditioned Militia (Level 3.C)
ca_militia_3c = {
desc = ca_militia_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_militia_3 }
trigger = { TECH_LIGHT_INFANTRY = 3 }
gold_cost = 250
build_time = 180
archers = 10
garrison_size = 0.09
light_infantry = 20
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Inn
# Bribed Serving Wench (Level 1)
ca_inn_1 = {
desc = ca_inn_1_desc
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 9
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# +1 province blood
add_number_to_name = no
}
# Influenced Cook (Level 2)
ca_inn_2 = {
desc = ca_inn_2_desc
upgrades_from = ca_inn_1
trigger = { TECH_CITY_CONSTRUCTION = 1 }
gold_cost = 50
build_time = 30
tax_income = 2
light_infantry = 3
ai_creation_factor = 98
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Inkeeper (Level 2.G)
ca_inn_2g = {
desc = ca_inn_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_inn_2 }
trigger = { TECH_CITY_CONSTRUCTION = 1 }
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 3
ai_creation_factor = 96
extra_tech_building_start = 0.0
# +8 province blood (+9 province blood, -1 for ghoul)
add_number_to_name = no
}
# Controlled Inn (Level 3)
ca_inn_3 = {
desc = ca_inn_3_desc
upgrades_from = ca_inn_2
trigger = { TECH_CITY_CONSTRUCTION = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 5
ai_creation_factor = 95
extra_tech_building_start = 0.0
# +9 province blood
add_number_to_name = no
}
# Conditioned Inn (Level 3.C)
ca_inn_3c = {
desc = ca_inn_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_inn_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 3
ai_creation_factor = 97
extra_tech_building_start = 0.0
# +8 province blood
add_number_to_name = no
}
# Smuggler
# Bribed Smuggler (Level 1)
ca_smuggler_1 = {
desc = ca_smuggler_1_desc
trigger = { TECH_NAVAL = 0 }
port = yes
gold_cost = 9
build_time = 7
light_infantry = 1
galleys = 1
tax_income = 0.5
ai_creation_factor = 80
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Smuggler Ring (Level 2)
ca_smuggler_2 = {
desc = ca_smuggler_2_desc
upgrades_from = ca_smuggler_1
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 50
build_time = 30
galleys = 5
tax_income = 1
light_infantry = 5
ai_creation_factor = 79
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Pirate Lord (Level 2.G)
ca_smuggler_2g = {
desc = ca_smuggler_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_smuggler_2 }
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 77
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Pirate Fleet (Level 3)
ca_smuggler_3 = {
desc = ca_smuggler_3_desc
upgrades_from = ca_smuggler_2
trigger = { TECH_NAVAL = 2 }
port = yes
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 76
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Pirates (Level 3.C)
ca_smuggler_3c = {
desc = ca_smuggler_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_smuggler_3 }
trigger = { TECH_NAVAL = 3 }
port = yes
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 9
galleys = 9
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Bandits
# Bribed Bandit (Level 1)
ca_bandits_1 = {
desc = ca_bandits_1_desc
trigger = { TECH_TRADE_PRACTICES = 0 }
gold_cost = 10
build_time = 7
light_cavalry = 1
tax_income = 0.5
tech_growth_modifier = 0.1
ai_creation_factor = 99
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Bandit Lieutenant (Level 2)
ca_bandits_2 = {
desc = ca_bandits_2_desc
upgrades_from = ca_bandits_1
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 50
build_time = 30
tax_income = 2
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_cavalry = 5
ai_creation_factor = 98
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Ghouled Bandits Boss (Level 2.G)
ca_bandits_2g = {
desc = ca_bandits_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { ca_bandits_2 }
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 10
build_time = 7
light_cavalry = 25
tax_income = 3
tech_growth_modifier = 0.3
economy_techpoints = 0.04
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Bandits(Level 3)
ca_bandits_3 = {
desc = ca_bandits_3_desc
upgrades_from = ca_bandits_2
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_cavalry = 50
ai_creation_factor = 95
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Bandits (Level 3.C)
ca_bandits_3c = {
desc = ca_bandits_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { ca_bandits_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
tech_growth_modifier = 0.2
economy_techpoints = 0.03
light_cavalry = 25
garrison_size = 0.04
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Elysium
ca_elysium_1 = {
desc = ca_elysium_1_desc
potential = {
FROM = {
trait = vampire
}
}
trigger = { TECH_NOBLE_CUSTOMS = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
diplomacy = 1
monthly_character_prestige = 0.50
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Nosferatu Warrens
ca_nosferatu_warrens_1 = {
desc = ca_nosferatu_warrens_1_desc
potential = {
FROM = {
trait = nosferatu
}
}
trigger = { TECH_CONSTRUCTION = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
intrigue = 1
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Hellhound Kennel
ca_hellhound_kennel_1 = {
desc = ca_hellhound_kennel_1_desc
potential = {
FROM = {
trait = vampire
OR = {
trait = animalism_1
trait = animalism_2
trait = animalism_3
trait = animalism_4
trait = animalism_5
}
}
}
trigger = { TECH_RECRUITMENT = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Kinfolk
# Discovered Kinfolk (Level 1)
ca_Kinfolk_1 = {
desc = ca_Kinfolk_1_desc
potential = {
FROM = {
trait = werewolf
}
}
trigger = { TECH_LIGHT_INFANTRY = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Kinfolk Sergeant (Level 2)
ca_Kinfolk_2 = {
desc = ca_Kinfolk_2_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = ca_Kinfolk_1
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 50
build_time = 30
light_infantry = 10
archers = 5
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Kinfolk Werewolf Cult (Level 2.G)
ca_Kinfolk_2c = {
desc = ca_Kinfolk_2c_desc
potential = {
FROM = {
trait = werewolf
}
}
prerequisites = { ca_Kinfolk_2 }
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 10
build_time = 30
archers = 25
light_infantry = 50
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Kinfolk(Level 3)
ca_Kinfolk_3 = {
desc = ca_Kinfolk_3_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = ca_Kinfolk_2
trigger = { TECH_LIGHT_INFANTRY = 2 }
gold_cost = 400
build_time = 356
light_infantry = 50
archers = 25
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Dominated Kinfolk (Level 3.C)
ca_Kinfolk_3d = {
desc = ca_Kinfolk_3d_desc
potential = {
FROM = {
trait = werewolf
trait = gift_Dominace_5
}
}
prerequisites = { ca_Kinfolk_3 }
trigger = { TECH_LIGHT_INFANTRY = 3 }
gold_cost = 250
build_time = 180
archers = 20
light_infantry = 40
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
}

Old Tribal Havens:
Code:
# Triggers are in Province scope. The From Scope contains the settlement holder (character)
# start trigger is in title scope.
#<tag> = {
# desc = description used in the tooltip of the building
# trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
# gold_cost = cost to build the building
# build_time = time to build, in days
#
# ai_creation_factor = weight that the AI uses to determine what building to build
# extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
#}
# Haven: add fort level
# Kennel: add blood hounds special unit
# Brothel: add province blood, add monthly gold
# Tavern: add province blood, add monthly gold
# Crypt: add fort level
# Sewer: add fort level
# Smuggler Ring: add ships
# Hidden Cove: add ships
# Pirate Fleet: add ships
# Blacksmith
# Silversmith: give a damage bonus against werewolves
# Gargoyle rookery (workshop?): add gargoyles as a special unit
# Building/Influence Overhaul
# Bribed (Level 1): First stage of controlling a resource. Quick and cheap to do with small reward. 1 week, 10 gold. +1 light_infantry
# Influenced (Level 2): Second stage of controlling a resource. Moderate time, moderate cost with moderate reward. 1 month, 50 gold. +10 light_infantry
# Controlled (Level 3): Third stage of controlling a resource. Large time, large cost with large reward. 1 year, 400 gold. +100 light_infantry
# Ghouled (Level 2.G): For vampires only and costs province blood. Quick and cheap to do with large reward. 1 week, 10 gold, +100 light_infantry. But costs 1 province blood every month, and has
# a trigger of a high provnice blood to do.
# Conditioned (Level 3.C): For vampires with Dominate IV. Large time, moderate cost with a large reward. 6 months, 250 gold. +75 light_infantry. This will give Ventrue a subsantial edge over
# other vampires in influencing society.
# Not all building/influence will have these options and paths; but most will
# Bribed Whore (Level 1)
# Influenced Pimp (Level 2)
# Controlled Brothel (Level 3)
# Ghouled Madam (Level 2.G)
# Conditioned Whores (Level 3.C)
# Tribal
tribal = {
# Basic safe haven
tb_haven_1 = {
desc = tb_haven_1_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
gold_cost = 75
build_time = 365
fort_level = 0.5
ai_creation_factor = 80
extra_tech_building_start = 1.0
add_number_to_name = no
}
tb_haven_2 = {
desc = tb_haven_2_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
upgrades_from = tb_haven_1
gold_cost = 125
build_time = 400
fort_level = 0.5
garrison_size = 0.05
ai_creation_factor = 79
extra_tech_building_start = 0.0
add_number_to_name = no
}
tb_haven_3 = {
desc = tb_haven_3_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
upgrades_from = tb_haven_2
gold_cost = 200
build_time = 750
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
tb_haven_4 = {
desc = tb_haven_4_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
upgrades_from = tb_haven_3
gold_cost = 300
build_time = 1000
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
tb_haven_5 = {
desc = tb_haven_5_desc
trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
upgrades_from = tb_haven_2
gold_cost = 400
build_time = 1250
fort_level = 0.5
garrison_size = 0.10
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Castle Guard
# Bribed Castle Guard (Level 1)
tb_castle_guard_1 = {
desc = tb_castle_guard_1_desc
trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
gold_cost = 10
build_time = 7
heavy_infantry = 1
garrison_size = 0.01
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Castle Guard Sergeant (Level 2)
tb_castle_guard_2 = {
desc = tb_castle_guard_2_desc
upgrades_from = tb_castle_guard_1
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 50
build_time = 30
heavy_infantry = 10
pikemen = 5
garrison_size = 0.05
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Ghouled Baron (Level 2.G)
tb_castle_guard_2g = {
desc = tb_castle_guard_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_castle_guard_2 }
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 10
build_time = 7
pikemen = 10
heavy_infantry = 25
garrison_size = 0.10
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Castle Guard(Level 3)
tb_castle_guard_3 = {
desc = tb_castle_guard_3_desc
upgrades_from = tb_castle_guard_2
trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
gold_cost = 400
build_time = 356
heavy_infantry = 50
pikemen = 25
garrison_size = 0.10
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Conditioned Castle Guard (Level 3.C)
tb_castle_guard_3c = {
desc = tb_castle_guard_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_castle_guard_3 }
trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
gold_cost = 250
build_time = 180
pikemen = 10
garrison_size = 0.09
heavy_infantry = 25
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Knights
# Bribed Squire (Level 1)
tb_knights_1 = {
desc = tb_knights_1_desc
trigger = { TECH_CAVALRY = 0 }
gold_cost = 10
build_time = 7
light_cavalry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Knight (Level 2)
tb_knights_2 = {
desc = tb_knights_2_desc
upgrades_from = tb_knights_1
trigger = { TECH_CAVALRY = 1 }
gold_cost = 50
build_time = 30
light_cavalry = 5
knights = 1
ai_creation_factor = 98
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Ghouled Knight Commander (Level 2.G)
tb_knights_2g = {
desc = tb_knights_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_knights_2 }
trigger = { TECH_CAVALRY = 1 }
gold_cost = 10
build_time = 7
knights = 10
light_cavalry = 25
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Knightly Order (Level 3)
tb_knights_3 = {
desc = tb_knights_3_desc
upgrades_from = tb_knights_2
trigger = { TECH_CAVALRY = 2 }
gold_cost = 400
build_time = 356
knights = 25
light_cavalry = 50
ai_creation_factor = 95
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Knights (Level 3.C)
tb_knights_3c = {
desc = tb_knights_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_knights_3 }
trigger = { TECH_CAVALRY = 3 }
gold_cost = 250
build_time = 180
knights = 15
light_cavalry = 30
garrison_size = 0.04
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Militia
# Bribed Militiaman (Level 1)
tb_militia_1 = {
desc = tb_militia_1_desc
trigger = { TECH_LIGHT_INFANTRY = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
garrison_size = 0.01
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Militia Sergeant (Level 2)
tb_militia_2 = {
desc = tb_militia_2_desc
upgrades_from = tb_militia_1
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 50
build_time = 30
light_infantry = 10
archers = 5
garrison_size = 0.05
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Ghouled Militia Commander (Level 2.G)
tb_militia_2g = {
desc = tb_militia_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_militia_2 }
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 10
build_time = 7
archers = 10
light_infantry = 20
garrison_size = 0.10
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Militia(Level 3)
tb_militia_3 = {
desc = tb_militia_3_desc
upgrades_from = tb_militia_2
trigger = { TECH_LIGHT_INFANTRY = 2 }
gold_cost = 400
build_time = 356
light_infantry = 50
archers = 25
garrison_size = 0.10
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Conditioned Militia (Level 3.C)
tb_militia_3c = {
desc = tb_militia_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_militia_3 }
trigger = { TECH_LIGHT_INFANTRY = 3 }
gold_cost = 250
build_time = 180
archers = 10
garrison_size = 0.09
light_infantry = 20
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Inn
# Bribed Serving Wench (Level 1)
tb_inn_1 = {
desc = tb_inn_1_desc
trigger = { TECH_CITY_CONSTRUCTION = 0 }
gold_cost = 9
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# +1 province blood
add_number_to_name = no
}
# Influenced Cook (Level 2)
tb_inn_2 = {
desc = tb_inn_2_desc
upgrades_from = tb_inn_1
trigger = { TECH_CITY_CONSTRUCTION = 1 }
gold_cost = 50
build_time = 30
tax_income = 2
light_infantry = 3
ai_creation_factor = 98
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Inkeeper (Level 2.G)
tb_inn_2g = {
desc = tb_inn_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_inn_2 }
trigger = { TECH_CITY_CONSTRUCTION = 1 }
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 3
ai_creation_factor = 96
extra_tech_building_start = 0.0
# +8 province blood (+9 province blood, -1 for ghoul)
add_number_to_name = no
}
# Controlled Inn (Level 3)
tb_inn_3 = {
desc = tb_inn_3_desc
upgrades_from = tb_inn_2
trigger = { TECH_CITY_CONSTRUCTION = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 5
ai_creation_factor = 95
extra_tech_building_start = 0.0
# +9 province blood
add_number_to_name = no
}
# Conditioned Inn (Level 3.C)
tb_inn_3c = {
desc = tb_inn_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_inn_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 3
ai_creation_factor = 97
extra_tech_building_start = 0.0
# +8 province blood
add_number_to_name = no
}
# Smuggler
# Bribed Smuggler (Level 1)
tb_smuggler_1 = {
desc = tb_smuggler_1_desc
trigger = { TECH_NAVAL = 0 }
port = yes
gold_cost = 9
build_time = 7
light_infantry = 1
galleys = 1
tax_income = 0.5
ai_creation_factor = 80
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Smuggler Ring (Level 2)
tb_smuggler_2 = {
desc = tb_smuggler_2_desc
upgrades_from = tb_smuggler_1
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 50
build_time = 30
galleys = 5
tax_income = 1
light_infantry = 5
ai_creation_factor = 79
extra_tech_building_start = 0.0
# +4 province blood
add_number_to_name = no
}
# Ghouled Pirate Lord (Level 2.G)
tb_smuggler_2g = {
desc = tb_smuggler_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_smuggler_2 }
trigger = { TECH_NAVAL = 1 }
port = yes
gold_cost = 10
build_time = 7
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 77
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Pirate Fleet (Level 3)
tb_smuggler_3 = {
desc = tb_smuggler_3_desc
upgrades_from = tb_smuggler_2
trigger = { TECH_NAVAL = 2 }
port = yes
gold_cost = 400
build_time = 356
tax_income = 3
light_infantry = 10
galleys = 10
ai_creation_factor = 76
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Pirates (Level 3.C)
tb_smuggler_3c = {
desc = tb_smuggler_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_smuggler_3 }
trigger = { TECH_NAVAL = 3 }
port = yes
gold_cost = 250
build_time = 180
tax_income = 3
light_infantry = 9
galleys = 9
ai_creation_factor = 78
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Bandits
# Bribed Bandit (Level 1)
tb_bandits_1 = {
desc = tb_bandits_1_desc
trigger = { TECH_TRADE_PRACTICES = 0 }
gold_cost = 10
build_time = 7
light_cavalry = 1
tax_income = 0.5
tech_growth_modifier = 0.1
ai_creation_factor = 99
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Influenced Bandit Lieutenant (Level 2)
tb_bandits_2 = {
desc = tb_bandits_2_desc
upgrades_from = tb_bandits_1
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 50
build_time = 30
tax_income = 2
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_cavalry = 5
ai_creation_factor = 98
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Ghouled Bandits Boss (Level 2.G)
tb_bandits_2g = {
desc = tb_bandits_2g_desc
potential = {
FROM = {
trait = vampire
}
}
prerequisites = { tb_bandits_2 }
trigger = { TECH_TRADE_PRACTICES = 1 }
gold_cost = 10
build_time = 7
light_cavalry = 25
tax_income = 3
tech_growth_modifier = 0.3
economy_techpoints = 0.04
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Bandits(Level 3)
tb_bandits_3 = {
desc = tb_bandits_3_desc
upgrades_from = tb_bandits_2
trigger = { TECH_TRADE_PRACTICES = 2 }
gold_cost = 400
build_time = 356
tax_income = 3
tech_growth_modifier = 0.3
economy_techpoints = 0.04
light_cavalry = 50
ai_creation_factor = 95
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Conditioned Bandits (Level 3.C)
tb_bandits_3c = {
desc = tb_bandits_3c_desc
potential = {
FROM = {
OR = {
trait = dominate_4
trait = dominate_5
}
}
}
prerequisites = { tb_bandits_3 }
trigger = { TECH_TRADE_PRACTICES = 3 }
gold_cost = 250
build_time = 180
tax_income = 3
tech_growth_modifier = 0.2
economy_techpoints = 0.03
light_cavalry = 25
garrison_size = 0.04
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Elysium
tb_elysium_1 = {
desc = tb_elysium_1_desc
potential = {
FROM = {
trait = vampire
}
}
trigger = { TECH_NOBLE_CUSTOMS = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
diplomacy = 1
monthly_character_prestige = 0.50
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Nosferatu Warrens
tb_nosferatu_warrens_1 = {
desc = tb_nosferatu_warrens_1_desc
potential = {
FROM = {
trait = nosferatu
}
}
trigger = { TECH_CONSTRUCTION = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
intrigue = 1
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Hellhound Kennel
tb_hellhound_kennel_1 = {
desc = tb_hellhound_kennel_1_desc
potential = {
FROM = {
trait = vampire
OR = {
trait = animalism_1
trait = animalism_2
trait = animalism_3
trait = animalism_4
trait = animalism_5
}
}
}
trigger = { TECH_RECRUITMENT = 1 }
gold_cost = 75
build_time = 365
ai_creation_factor = 80
fort_level = 0.5
extra_tech_building_start = 0.0
add_number_to_name = no
}
# Kinfolk
# Discovered Kinfolk (Level 1)
tb_Kinfolk_1 = {
desc = tb_Kinfolk_1_desc
potential = {
FROM = {
trait = werewolf
}
}
trigger = { TECH_LIGHT_INFANTRY = 0 }
gold_cost = 10
build_time = 7
light_infantry = 1
ai_creation_factor = 99
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Influenced Kinfolk Sergeant (Level 2)
tb_Kinfolk_2 = {
desc = tb_Kinfolk_2_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = tb_Kinfolk_1
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 50
build_time = 30
light_infantry = 10
archers = 5
ai_creation_factor = 98
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Kinfolk Werewolf Cult (Level 2.G)
tb_Kinfolk_2c = {
desc = tb_Kinfolk_2c_desc
potential = {
FROM = {
trait = werewolf
}
}
prerequisites = { tb_Kinfolk_2 }
trigger = { TECH_LIGHT_INFANTRY = 1 }
gold_cost = 10
build_time = 30
archers = 25
light_infantry = 50
ai_creation_factor = 96
extra_tech_building_start = 0.0
# -1 province blood for ghoul
add_number_to_name = no
}
# Controlled Kinfolk(Level 3)
tb_Kinfolk_3 = {
desc = tb_Kinfolk_3_desc
potential = {
FROM = {
trait = werewolf
}
}
upgrades_from = tb_Kinfolk_2
trigger = { TECH_LIGHT_INFANTRY = 2 }
gold_cost = 400
build_time = 356
light_infantry = 50
archers = 25
ai_creation_factor = 95
extra_tech_building_start = 0.0
# Helps Masquerade
add_number_to_name = no
}
# Dominated Kinfolk (Level 3.C)
tb_Kinfolk_3d = {
desc = tb_Kinfolk_3d_desc
potential = {
FROM = {
trait = werewolf
trait = gift_Dominace_5
}
}
prerequisites = { tb_Kinfolk_3 }
trigger = { TECH_LIGHT_INFANTRY = 3 }
gold_cost = 250
build_time = 180
archers = 20
light_infantry = 40
ai_creation_factor = 97
extra_tech_building_start = 0.0
add_number_to_name = no
}
}

Old City Haven:
Code:
# Building/Influence Overhaul
# Bribed (Level 1):  First stage of controlling a resource.  Quick and cheap to do with small reward.  1 week, 10 gold.  +1 light_infantry.
# Influenced (Level 2): Second stage of controlling a resource.  Moderate time, moderate cost with moderate reward.  1 month, 50 gold. +10 .
# Ghouled (Additional Level 2.G): For vampires only and costs province blood. Quick and cheap to do with large reward.  1 week, 10 gold, +100 light_infantry.  But costs 1 province blood every month,
# and has a trigger of a high province blood to do. Provides an early influence game boost to vampires. 
# Controlled (Level 3): Third stage of controlling a resource.  Large time, large cost with large reward.  1 year, 400 gold. +100 light_infantry
# Conditioned (Additional Level 3.C): For vampires with Dominate IV.  Large time, moderate cost with a large reward.  6 months, 250 gold. +75 light_infantry.  This will give Ventrue a substantial
# late game edge over other vampires in influencing society.
# Not all building/influence will have these options and paths; but most will

# Example of levels for a Brothel
# Bribed Whore (Level 1)
# Influenced Pimp (Level 2)
# Ghouled Madam (Level 2.G)
# Controlled Brothel (Level 3)
# Conditioned Whores (Level 3.C)

# Kinds of buildings
# Brothel: add province blood, add monthly gold
# Tavern: add province blood, add monthly gold, light infantry
# Night Watch of the City Guard: add pikemen, helps masquerade
# Smugglers: add ships, monthly gold, light infantry
# Haven: add fort level, garrison 
# Elysium: reduces vampire frenzy, helps masquerade
# Kennels: adds heavy_infantry, leading to hellhounds
# Sculptor: for Gargoyles
# Stables: adds calvary, leading to nightmares
# Silversmith: give a damage bonus against werewolves
# Street gang: adds light infantry, add monthly gold, add influence spread, add economic influence points

city = {

# Basic safe haven
	ct_haven_1 = {
		desc = ct_haven_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 75
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 80
		extra_tech_building_start = 1.0
		add_number_to_name = no
	}
	ct_haven_2 = {
		desc = ct_haven_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = ct_haven_1
		gold_cost = 125
		build_time = 400
		fort_level = 0.5
		garrison_size = 0.05
		ai_creation_factor = 79
		extra_tech_building_start = 0.0
		add_number_to_name = no
	}
	ct_haven_3 = {
		desc = ct_haven_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ct_haven_2
		gold_cost = 200
		build_time = 750
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	ct_haven_4 = {
		desc = ct_haven_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
		upgrades_from = ct_haven_3
		gold_cost = 300
		build_time = 1000
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	ct_haven_5 = {
		desc = ct_haven_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ct_haven_2
		gold_cost = 400
		build_time = 1250
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	
	
# Brothel

# Bribed Whore (Level 1)
	ct_brothel_1 = {	
		desc = ct_brothel_1_desc
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 10
		build_time = 7
		tax_income = 1
		light_infantry = 1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# +1 province blood
		add_number_to_name = no		
	}

# Influenced Pimp (Level 2)	
	ct_brothel_2 = {
		desc = ct_brothel_2_desc
		upgrades_from = ct_brothel_1
		trigger = { TECH_TRADE_PRACTICES = 1 }
		gold_cost = 50
		build_time = 30
		tax_income = 2
		light_infantry = 2
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# +5 province blood
		add_number_to_name = no		
	}	

# Ghouled Madame (Level 3.B)
	ct_brothel_2g = {
		desc = ct_brothel_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { ct_brothel_2 }
		trigger = { TECH_TRADE_PRACTICES = 1 }
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 1
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# +9 province blood (+10 province blood, -1 for ghoul)
		add_number_to_name = no		
	}	
	
# Controlled Brothel (Level 3)	
	ct_brothel_3 = {
		desc = ct_brothel_3_desc
		upgrades_from = ct_brothel_2
		trigger = { TECH_TRADE_PRACTICES = 2 }
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 5
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# +10 province blood
		add_number_to_name = no		
	}
	
# Conditioned Whores (Level 3.C)
	ct_brothel_3c = {
		desc = ct_brothel_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}

			}
		}		
		prerequisites = { ct_brothel_3 }
		trigger = { TECH_TRADE_PRACTICES = 3 }
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 2
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		# +9 province blood 
		add_number_to_name = no		
	}	
	
# Night Watch of the City Guard

# Bribed Night Watchman (Level 1)
	ct_nightwatch_1 = {	
		desc = ct_nightwatch_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 10
		build_time = 7
		pikemen = 1
		garrison_size = 0.01
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}

# Influenced Night Watch Sergeant (Level 2)	
	ct_nightwatch_2 = {
		desc = ct_nightwatch_2_desc
		upgrades_from = ct_nightwatch_1
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 30
		pikemen = 10
		garrison_size = 0.05
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}	
	
# Ghouled Night Watch Commander (Level 3.B)
	ct_nightwatch_2g = {
		desc = ct_nightwatch_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { ct_nightwatch_2 }
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		gold_cost = 10
		build_time = 7
		pikemen = 50
		heavy_infantry = 5
		archers = 5		
		garrison_size = 0.10		
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul
		add_number_to_name = no		
	}
	
# Controlled Night Watch(Level 3)	
	ct_nightwatch_3 = {
		desc = ct_nightwatch_3_desc
		upgrades_from = ct_nightwatch_2
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		gold_cost = 400
		build_time = 356
		pikemen = 100
		heavy_infantry = 10
		archers = 10 
		garrison_size = 0.10
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no		
	}
	
# Conditioned Night Watch (Level 3.C)
	ct_nightwatch_3c = {
		desc = ct_nightwatch_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}

			}
		}		
		prerequisites = { ct_nightwatch_3 }
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		gold_cost = 250
		build_time = 180
		pikemen = 50
		garrison_size = 0.09		
		heavy_infantry = 5
		archers = 5		
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	
	
# Tavern

# Bribed Drunk (Level 1)
	ct_tavern_1 = {	
		desc = ct_tavern_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 9
		build_time = 7
		light_infantry = 1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# +1 province blood
		add_number_to_name = no		
	}

# Influenced Bartender (Level 2)	
	ct_tavern_2 = {
		desc = ct_tavern_2_desc
		upgrades_from = ct_tavern_1
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 30
		tax_income = 2
		light_infantry = 3
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# +4 province blood
		add_number_to_name = no		
	}	

# Ghouled Tavern Owner (Level 3.B)
	ct_tavern_2g = {
		desc = ct_tavern_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { ct_tavern_2 }
		trigger = { TECH_TRADE_PRACTICES = 2 }
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# +8 province blood (+9 province blood, -1 for ghoul)
		add_number_to_name = no		
	}	
	
# Controlled Tavern (Level 3)	
	ct_tavern_3 = {
		desc = ct_tavern_3_desc
		upgrades_from = ct_tavern_2
		trigger = { TECH_TRADE_PRACTICES = 2 }
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 5
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# +9 province blood
		add_number_to_name = no		
	}
	
# Conditioned Tavern (Level 3.C)
	ct_tavern_3c = {
		desc = ct_tavern_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}

			}
		}		
		prerequisites = { ct_tavern_3 }
		trigger = { TECH_TRADE_PRACTICES = 3 }
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		# +8 province blood 
		add_number_to_name = no		
	}		
	
# Smuggler

# Bribed Smuggler (Level 1)
	ct_smuggler_1 = {	
		desc = ct_smuggler_1_desc
		trigger = { TECH_NAVAL = 0 }
		port = yes
		gold_cost = 9
		build_time = 7
		light_infantry = 1
		galleys = 1
		tax_income = 0.5
		ai_creation_factor = 80
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}

# Influenced Smuggler Ring (Level 2)	
	ct_smuggler_2 = {
		desc = ct_smuggler_2_desc
		upgrades_from = ct_smuggler_1
		trigger = { TECH_NAVAL = 1 }
		port = yes
		gold_cost = 50
		build_time = 30
		galleys = 5
		tax_income = 1
		light_infantry = 5
		ai_creation_factor = 79
		extra_tech_building_start = 0.0
		# +4 province blood
		add_number_to_name = no		
	}	

# Ghouled Pirate Lord (Level 2.G)
	ct_smuggler_2g = {
		desc = ct_smuggler_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { ct_smuggler_2 }
		trigger = { TECH_NAVAL = 1 }
		port = yes
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 10
		galleys = 10
		ai_creation_factor = 77
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul		
		add_number_to_name = no		
	}	
	
# Controlled Pirate Fleet (Level 3)	
	ct_smuggler_3 = {
		desc = ct_smuggler_3_desc
		upgrades_from = ct_smuggler_2
		trigger = { TECH_NAVAL = 2 }
		port = yes
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 10
		galleys = 10
		ai_creation_factor = 76
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}

	
# Conditioned Pirates (Level 3.C)
	ct_smuggler_3c = {
		desc = ct_smuggler_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}

			}
		}		
		prerequisites = { ct_smuggler_3 }
		trigger = { TECH_NAVAL = 3 }
		port = yes
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 9
		galleys = 9
		ai_creation_factor = 78		
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}		

# Street Gang 

# Bribed Thief (Level 1)
	ct_streetgang_1 = {	
		desc = ct_streetgang_1_desc
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 10
		build_time = 7
		light_infantry = 1
		garrison_size = 0.01
		tax_income = 0.5
		tech_growth_modifier = 0.1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		add_number_to_name = no
	}

# Influenced Street Gang Lieutenant (Level 2)	
	ct_streetgang_2 = {
		desc = ct_streetgang_2_desc
		upgrades_from = ct_streetgang_1
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 50
		build_time = 30
		tax_income = 1
		tech_growth_modifier = 0.3
		economy_techpoints = 0.04		
		light_infantry = 5
		garrison_size = 0.02
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		add_number_to_name = no
	}	

# Ghouled Street Gang Boss (Level 2.G )
	ct_streetgang_2g = {
		desc = ct_streetgang_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = ct_streetgang_2
		trigger = { TECH_TRADE_PRACTICES = 1 }
		gold_cost = 10
		build_time = 7
		light_infantry = 25
		tax_income = 2		
		tech_growth_modifier = 0.3
		economy_techpoints = 0.04				
		archers = 5 		
		garrison_size = 0.05
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul
		add_number_to_name = no		
	}	
	
# Controlled Street Gang(Level 3)	
	ct_streetgang_3 = {
		desc = ct_streetgang_3_desc
		upgrades_from = ct_streetgang_2
		trigger = { TECH_TRADE_PRACTICES = 2 }
		gold_cost = 400
		build_time = 356
		tax_income = 2
		tech_growth_modifier = 0.3
		economy_techpoints = 0.04				
		light_infantry = 50
		archers = 5
		garrison_size = 0.05
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	
# Conditioned Street Gang (Level 3.C)
	ct_streetgang_3c = {
		desc = ct_streetgang_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}

			}
		}		
		prerequisites = { ct_streetgang_2g }
		trigger = { TECH_TRADE_PRACTICES = 3 }
		gold_cost = 250
		build_time = 180
		tax_income = 1
		tech_growth_modifier = 0.2
		economy_techpoints = 0.03				
		light_infantry = 20
		archers = 4		
		garrison_size = 0.04
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	
	
	# Elysium
	ct_elysium_1 = {
		desc = ct_elysium_1_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		trigger = { TECH_NOBLE_CUSTOMS = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		diplomacy = 1
		monthly_character_prestige = 0.50
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	
	# Nosferatu Warrens

	ct_nosferatu_warrens_1 = {
		desc = ct_nosferatu_warrens_1_desc
		potential = {
			FROM = {
					 trait = nosferatu
			}
		}		
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		fort_level = 0.5		
		intrigue = 1
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	

	# Hellhound Kennel
	ct_hellhound_kennel_1 = {
		desc = ct_hellhound_kennel_1_desc
		potential = {
			FROM = {
					 trait = vampire
					 OR = {
							trait = animalism_1
							trait = animalism_2
							trait = animalism_3
							trait = animalism_4
							trait = animalism_5							
						}
			}
		}		
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		fort_level = 0.5
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	


# Kinfolk

# Discovered Kinfolk (Level 1)
	ct_Kinfolk_1 = {	
		desc = ct_Kinfolk_1_desc
		potential = {
			FROM = {
						trait = werewolf
			}
		}		
		trigger = { TECH_LIGHT_INFANTRY = 0 }
		gold_cost = 10
		build_time = 7
		light_infantry = 1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}

# Influenced Kinfolk Sergeant (Level 2)	
	ct_Kinfolk_2 = {
		desc = ct_Kinfolk_2_desc
		potential = {
			FROM = {
						trait = werewolf
			}
		}		
		upgrades_from = ct_Kinfolk_1
		trigger = { TECH_LIGHT_INFANTRY = 1 }
		gold_cost = 50
		build_time = 30
		light_infantry = 10
		archers = 5
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}	

# Kinfolk Werewolf Cult (Level 2.G)
	ct_Kinfolk_2c = {
		desc = ct_Kinfolk_2c_desc
		potential = {
			FROM = {
						trait = werewolf
			}
		}		
		prerequisites = { ct_Kinfolk_2 }
		trigger = { TECH_LIGHT_INFANTRY = 1 }
		gold_cost = 10
		build_time = 30
		archers = 25
		light_infantry = 50			
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul
		add_number_to_name = no		
	}	
	
# Controlled Kinfolk(Level 3)	
	ct_Kinfolk_3 = {
		desc = ct_Kinfolk_3_desc
		potential = {
			FROM = {
						trait = werewolf
			}
		}		
		upgrades_from = ct_Kinfolk_2
		trigger = { TECH_LIGHT_INFANTRY = 2 }
		gold_cost = 400
		build_time = 356
		light_infantry = 50
		archers = 25 
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no		
	}
	
# Dominated Kinfolk (Level 3.C)
	ct_Kinfolk_3d = {
		desc = ct_Kinfolk_3d_desc
		potential = {
			FROM = {
						trait = werewolf
							trait = gift_Dominace_5

			}
		}		
		prerequisites = { ct_Kinfolk_3 }
		trigger = { TECH_LIGHT_INFANTRY = 3 }
		gold_cost = 250
		build_time = 180
		archers = 20
		light_infantry = 40
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	

	
}

Old temple haven:
Code:
 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}
 
# Haven: add fort level
# Kennel: add blood hounds special unit
# Brothel: add province blood, add monthly gold
# Tavern: add province blood, add monthly gold
# Crypt: add fort level
# Sewer: add fort level 
# Smuggler Ring: add ships
# Hidden Cove: add ships
# Pirate Fleet: add ships
# Blacksmith
# Silversmith: give a damage bonus against werewolves
# Gargoyle rookery (workshop?): add gargoyles as a special unit

 # Temple
temple = {

# Basic safe haven
	tp_haven_1 = {
		desc = tp_haven_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 75
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 80
		extra_tech_building_start = 1.0
		add_number_to_name = no
	}
	tp_haven_2 = {
		desc = tp_haven_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = tp_haven_1
		gold_cost = 125
		build_time = 400
		fort_level = 0.5
		garrison_size = 0.05
		ai_creation_factor = 79
		extra_tech_building_start = 0.0
		add_number_to_name = no
	}
	tp_haven_3 = {
		desc = tp_haven_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = tp_haven_2
		gold_cost = 200
		build_time = 750
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	tp_haven_4 = {
		desc = tp_haven_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
		upgrades_from = tp_haven_3
		gold_cost = 300
		build_time = 1000
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	tp_haven_5 = {
		desc = tp_haven_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = tp_haven_2
		gold_cost = 400
		build_time = 1250
		fort_level = 0.5
		garrison_size = 0.10
		ai_creation_factor = 78
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	

# Temple Guard 

# Bribed Temple Guard (Level 1)
	tp_temple_guard_1 = {	
		desc = tp_temple_guard_1_desc
		trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
		gold_cost = 10
		build_time = 7
		light_infantry = 1
		garrison_size = 0.01
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}

# Influenced Temple Guard Sergeant (Level 2)	
	tp_temple_guard_2 = {
		desc = tp_temple_guard_2_desc
		upgrades_from = tp_temple_guard_1
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 50
		build_time = 30
		light_infantry = 10
		heavy_infantry = 5
		garrison_size = 0.05
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no
	}	
	
# Ghouled Temple Guard Commander (Level 2.G)
	tp_temple_guard_2g = {
		desc = tp_temple_guard_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { tp_temple_guard_2 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 10
		build_time = 7
		heavy_infantry = 10
		light_infantry = 25	
		garrison_size = 0.10		
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul
		add_number_to_name = no		
	}	

# Controlled Temple Guard(Level 3)	
	tp_temple_guard_3 = {
		desc = tp_temple_guard_3_desc
		upgrades_from = tp_temple_guard_2
		trigger = { TECH_TEMPLE_CONSTRUCTION = 2 }
		gold_cost = 400
		build_time = 356
		light_infantry = 50
		heavy_infantry = 25 
		garrison_size = 0.10
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# Helps Masquerade
		add_number_to_name = no		
	}
	
# Conditioned Temple Guard (Level 3.C)
	tp_temple_guard_3c = {
		desc = tp_temple_guard_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}
			}
		}		
		prerequisites = { tp_temple_guard_3 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 3 }
		gold_cost = 250
		build_time = 180
		heavy_infantry = 10
		garrison_size = 0.09		
		light_infantry = 25
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}		

# Monastery

# Bribed Acolyte (Level 1)
	tp_monastery_1 = {	
		desc = tp_monastery_1_desc
		trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
		gold_cost = 9
		build_time = 7
		light_infantry = 1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# +1 province blood
		add_number_to_name = no		
	}

# Influenced Brother (Level 2)	
	tp_monastery_2 = {
		desc = tp_monastery_2_desc
		upgrades_from = tp_monastery_1
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 50
		build_time = 30
		tax_income = 2
		light_infantry = 3
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# +4 province blood
		add_number_to_name = no		
	}	

# Ghouled Father Superior (Level 2.G)
	tp_monastery_2g = {
		desc = tp_monastery_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { tp_monastery_2 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# +8 province blood (+9 province blood, -1 for ghoul)
		add_number_to_name = no		
	}	
	
# Controlled Monastery (Level 3)	
	tp_monastery_3 = {
		desc = tp_monastery_3_desc
		upgrades_from = tp_monastery_2
		trigger = { TECH_TEMPLE_CONSTRUCTION = 2 }
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 5
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# +9 province blood
		add_number_to_name = no		
	}
	
# Conditioned Monks (Level 3.C)
	tp_monastery_3c = {
		desc = tp_monastery_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}
			}
		}		
		prerequisites = { tp_monastery_3 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 3 }
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		# +8 province blood 
		add_number_to_name = no		
	}	

# Nunnery

# Bribed Acolyte (Level 1)
	tp_convent_1 = {	
		desc = tp_convent_1_desc
		trigger = { TECH_TEMPLE_CONSTRUCTION = 0 }
		gold_cost = 9
		build_time = 7
		light_infantry = 1
		ai_creation_factor = 99
		extra_tech_building_start = 0.0
		# +1 province blood
		add_number_to_name = no		
	}

# Influenced Sister (Level 2)	
	tp_convent_2 = {
		desc = tp_convent_2_desc
		upgrades_from = tp_convent_1
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 50
		build_time = 30
		tax_income = 2
		light_infantry = 3
		ai_creation_factor = 98
		extra_tech_building_start = 0.0
		# +4 province blood
		add_number_to_name = no		
	}	

# Ghouled Mother Superior (Level 2.G)
	tp_convent_2g = {
		desc = tp_convent_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { tp_convent_2 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 1 }
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 96
		extra_tech_building_start = 0.0
		# +8 province blood (+9 province blood, -1 for ghoul)
		add_number_to_name = no		
	}	
	
# Controlled Nunnery (Level 3)	
	tp_convent_3 = {
		desc = tp_convent_3_desc
		upgrades_from = tp_convent_2
		trigger = { TECH_TEMPLE_CONSTRUCTION = 2 }
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 5
		ai_creation_factor = 95
		extra_tech_building_start = 0.0
		# +9 province blood
		add_number_to_name = no		
	}
	
# Conditioned Nuns (Level 3.C)
	tp_convent_3c = {
		desc = tp_convent_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}
			}
		}		
		prerequisites = { tp_convent_3 }
		trigger = { TECH_TEMPLE_CONSTRUCTION = 3 }
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 3
		ai_creation_factor = 97
		extra_tech_building_start = 0.0
		# +8 province blood 
		add_number_to_name = no		
	}	
	
# Smuggler

# Bribed Smuggler (Level 1)
	tp_smuggler_1 = {	
		desc = tp_smuggler_1_desc
		trigger = { TECH_NAVAL = 0 }
		port = yes
		gold_cost = 9
		build_time = 7
		light_infantry = 1
		galleys = 1
		tax_income = 0.5
		ai_creation_factor = 80
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}

# Influenced Smuggler Ring (Level 2)	
	tp_smuggler_2 = {
		desc = tp_smuggler_2_desc
		upgrades_from = tp_smuggler_1
		trigger = { TECH_NAVAL = 1 }
		port = yes
		gold_cost = 50
		build_time = 30
		galleys = 5
		tax_income = 1
		light_infantry = 5
		ai_creation_factor = 79
		extra_tech_building_start = 0.0
		# +4 province blood
		add_number_to_name = no		
	}	

# Ghouled Pirate Lord (Level 2.G)
	tp_smuggler_2g = {
		desc = tp_smuggler_2g_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		prerequisites = { tp_smuggler_2 }
		trigger = { TECH_NAVAL = 1 }
		port = yes
		gold_cost = 10
		build_time = 7
		tax_income = 3
		light_infantry = 10
		galleys = 10
		ai_creation_factor = 77
		extra_tech_building_start = 0.0
		# -1 province blood for ghoul		
		add_number_to_name = no		
	}	
	
# Controlled Pirate Fleet (Level 3)	
	tp_smuggler_3 = {
		desc = tp_smuggler_3_desc
		upgrades_from = tp_smuggler_2
		trigger = { TECH_NAVAL = 2 }
		port = yes
		gold_cost = 400
		build_time = 356
		tax_income = 3
		light_infantry = 10
		galleys = 10
		ai_creation_factor = 76
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}

	
# Conditioned Pirates (Level 3.C)
	tp_smuggler_3c = {
		desc = tp_smuggler_3c_desc
		potential = {
			FROM = {
						OR = { 
							trait = dominate_4
							trait = dominate_5
						}
			}
		}		
		prerequisites = { tp_smuggler_3 }
		trigger = { TECH_NAVAL = 3 }
		port = yes
		gold_cost = 250
		build_time = 180
		tax_income = 3
		light_infantry = 9
		galleys = 9
		ai_creation_factor = 78		
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	
	# Elysium
	tp_elysium_1 = {
		desc = tp_elysium_1_desc
		potential = {
			FROM = {
						trait = vampire
			}
		}		
		trigger = { TECH_NOBLE_CUSTOMS = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		diplomacy = 1
		monthly_character_prestige = 0.50
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	
	# Nosferatu Warrens

	tp_nosferatu_warrens_1 = {
		desc = tp_nosferatu_warrens_1_desc
		potential = {
			FROM = {
					 trait = nosferatu
			}
		}		
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		fort_level = 0.5		
		intrigue = 1
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}	

	# Hellhound Kennel
	tp_hellhound_kennel_1 = {
		desc = tp_hellhound_kennel_1_desc
		potential = {
			FROM = {
					 trait = vampire
					 OR = {
							trait = animalism_1
							trait = animalism_2
							trait = animalism_3
							trait = animalism_4
							trait = animalism_5							
						}
			}
		}		
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 75
		build_time = 365
		ai_creation_factor = 80
		fort_level = 0.5
		extra_tech_building_start = 0.0
		add_number_to_name = no		
	}
	
}
[/spoiler]
 

flintsparc

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I've been thinking... What would be a good representation of what happens when a Prince dies? What kind of succession laws would be more (im)plausible? Should there be a succession crisis with every succession? In what cases shouldn't there?
If princes do it right, they don't die. They go into torpor, and their designated regent takes over and takes control of the domain and watches over the torpored prince; most likely their sire, who they are blood bound too. And then, when that childe has aged enough and also wishes to enter torpor, they wake up the elder. Then there are some 3 chain dynasties as such.

Anarch princes are supposed to be democratically chosen.

Its all going to vary by covenant and city. So I think allowing for a variety of succession rules is best. We might wish to make certain covenants or clans to be in favor of some kinds over others.

Whats clear though is that women are as likely to be prince as men in WoD. So, Absolute Cognatic.
 
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ngppgn

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If princes do it right, they don't die. They go into torpor, and their designated regent takes over and takes control of the domain and watches over the torpored prince; most likely their sire, who they are blood bound too. And then, when that childe has aged enough and also wishes to enter torpor, they wake up the elder. Then there are some 3 chain dynasties as such.

Anarch princes are supposed to be democratically chosen.

Its all going to vary by covenant and city. So I think allowing for a variety of succession rules is best. We might wish to make certain covenants or clans to be in favor of some kinds over others.

Whats clear though is that women are as likely to be prince as men in WoD. So, Absolute Cognatic.

I see. So the succession law is more like choosing your "regent" (in-setting regent; not in-game regent. That's easy enough to code. Also means that every death of a prince should actually be a succession crisis.

Any suggestion for how to lay out such crisis?
 

flintsparc

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I see. So the succession law is more like choosing your "regent" (in-setting regent; not in-game regent. That's easy enough to code. Also means that every death of a prince should actually be a succession crisis.

Any suggestion for how to lay out such crisis?
Beyond the wars which is mostly about the biggest doomstacks, isn't CK2 one giant succession crisis after another? Setting default succession to Gavelkind and changing it will piss off any childer. Allow for adventurers and uprisings for culture/covenant conflict. Covenant wars (Holy wars), and Clan wars (at one time, I had that in the code).

I don't see any need for us to further complicate CK2's robust succession crisis system. We just have to pick the thematically appropriate default succession for clans and covenants. I may have already done a little of that.