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GAGA Extrem

Per Ardua Ad Astra
External QA
121 Badges
Mar 19, 2004
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There you go. But don't just copy and paste. Some of the activated buildings are missing in vanilla.

Code:
TECH_GROUP_MILITARY = {
	TECH_BOWS = {
		1 = {
			modifier = {
				ARCHERS_OFFENSIVE = 0.1		
				HORSE_ARCHERS_OFFENSIVE = 0.1
				archers = 4
				horse_archers = 1
			}
		}
		2 = {
			modifier = {
				ARCHERS_OFFENSIVE = 0.15
				HORSE_ARCHERS_OFFENSIVE = 0.2
				archers = 8
				horse_archers = 2
			}
		}
		3 = {
			modifier = {
				ARCHERS_OFFENSIVE = 0.2
				HORSE_ARCHERS_OFFENSIVE = 0.3
				archers = 12
				horse_archers = 3
			}
		}
		4 = {
			modifier = {
				ARCHERS_OFFENSIVE = 0.25
				HORSE_ARCHERS_OFFENSIVE = 0.4
				archers = 16
				horse_archers = 4
			}
		}
		5 = {
			modifier = {
				ARCHERS_OFFENSIVE = 0.3
				HORSE_ARCHERS_OFFENSIVE = 0.5
				archers = 20
				horse_archers = 5
			}
		}
	}

	TECH_LIGHT_ARMOUR = {
		1 = {
			modifier = {
				LIGHT_INFANTRY_DEFENSIVE = 0.1
				LIGHT_CAVALRY_DEFENSIVE = 0.1
				ARCHERS_DEFENSIVE = 0.1
				HORSE_ARCHERS_DEFENSIVE = 0.1
				light_infantry = 8
				light_cavalry = 2
				archers = 4
				horse_archers = 1
			}
		}
		2 = {
			modifier = {
				LIGHT_INFANTRY_DEFENSIVE = 0.2
				LIGHT_CAVALRY_DEFENSIVE = 0.2
				ARCHERS_DEFENSIVE = 0.2
				HORSE_ARCHERS_DEFENSIVE = 0.2
				light_infantry = 16
				light_cavalry = 4
				archers = 8
				horse_archers = 2
			}
		}
		3 = {
			modifier = {
				LIGHT_INFANTRY_DEFENSIVE = 0.3
				LIGHT_CAVALRY_DEFENSIVE = 0.3
				ARCHERS_DEFENSIVE = 0.3
				HORSE_ARCHERS_DEFENSIVE = 0.3
				light_infantry = 24
				light_cavalry = 6
				archers = 12
				horse_archers = 3
			}
		}
		4 = {
			modifier = {
				LIGHT_INFANTRY_DEFENSIVE = 0.4
				LIGHT_CAVALRY_DEFENSIVE = 0.4
				ARCHERS_DEFENSIVE = 0.4
				HORSE_ARCHERS_DEFENSIVE = 0.4
				light_infantry = 32
				light_cavalry = 8
				archers = 16
				horse_archers = 4
			}
		}
		5 = {
			modifier = {
				LIGHT_INFANTRY_DEFENSIVE = 0.5
				LIGHT_CAVALRY_DEFENSIVE = 0.5
				ARCHERS_DEFENSIVE = 0.5
				HORSE_ARCHERS_DEFENSIVE = 0.5
				light_infantry = 40
				light_cavalry = 10
				archers = 20
				horse_archers = 5
			}
		}
	}
	TECH_HEAVY_ARMOUR = {
		1 = {
			modifier = {
				HEAVY_INFANTRY_DEFENSIVE = 0.1
				PIKEMEN_DEFENSIVE = 0.1
				KNIGHTS_DEFENSIVE = 0.1
				heavy_infantry = 4
				pikemen = 2
				knights = 1
			}
		}
		2 = {
			modifier = {
				HEAVY_INFANTRY_DEFENSIVE = 0.2
				PIKEMEN_DEFENSIVE = 0.2
				KNIGHTS_DEFENSIVE = 0.2
				heavy_infantry = 8
				pikemen = 4
				knights = 2
			}
		}
		3 = {
			modifier = {
				HEAVY_INFANTRY_DEFENSIVE = 0.3
				PIKEMEN_DEFENSIVE = 0.3
				KNIGHTS_DEFENSIVE = 0.3
				heavy_infantry = 12
				pikemen = 6
				knights = 3
			}
		}
		4 = {
			modifier = {
				HEAVY_INFANTRY_DEFENSIVE = 0.4
				PIKEMEN_DEFENSIVE = 0.4
				KNIGHTS_DEFENSIVE = 0.4
				heavy_infantry = 16
				pikemen = 8
				knights = 4
			}
		}
		5 = {
			modifier = {
				HEAVY_INFANTRY_DEFENSIVE = 0.5
				PIKEMEN_DEFENSIVE = 0.5
				KNIGHTS_DEFENSIVE = 0.5
				heavy_infantry = 20
				pikemen = 10
				knights = 5
			}
		}
	}
	TECH_INFANTRY_MELEE_WEAPONS = {
		1 = {
			modifier = {
				PIKEMEN_OFFENSIVE = 0.1
				HEAVY_INFANTRY_OFFENSIVE = 0.1
				LIGHT_INFANTRY_OFFENSIVE = 0.1
				pikemen = 2
				heavy_infantry = 4
				light_infantry = 8
			}
		}
		2 = {
			modifier = {
				PIKEMEN_OFFENSIVE = 0.2
				HEAVY_INFANTRY_OFFENSIVE = 0.2
				LIGHT_INFANTRY_OFFENSIVE = 0.2
				pikemen = 4
				heavy_infantry = 8
				light_infantry = 16
			}
		}
		3 = {
			modifier = {
				PIKEMEN_OFFENSIVE = 0.3
				HEAVY_INFANTRY_OFFENSIVE = 0.3
				LIGHT_INFANTRY_OFFENSIVE = 0.3
				pikemen = 6
				heavy_infantry = 12
				light_infantry = 24
			}
		}
		4 = {
			modifier = {
				PIKEMEN_OFFENSIVE = 0.4
				HEAVY_INFANTRY_OFFENSIVE = 0.4
				LIGHT_INFANTRY_OFFENSIVE = 0.4
				pikemen = 8
				heavy_infantry = 16
				light_infantry = 32
			}
		}
		5 = {
			modifier = {
				PIKEMEN_OFFENSIVE = 0.5
				HEAVY_INFANTRY_OFFENSIVE = 0.5
				LIGHT_INFANTRY_OFFENSIVE = 0.5
				pikemen = 10
				heavy_infantry = 20
				light_infantry = 40
			}
		}
	}
	TECH_CAVALRY_MELEE_WEAPONS = {
		1 = {
			modifier = {
				LIGHT_CAVALRY_OFFENSIVE  = 0.1
				KNIGHTS_OFFENSIVE = 0.1
				light_cavalry = 2
				knights = 1
			}
		}
		2 = {
			modifier = {
				LIGHT_CAVALRY_OFFENSIVE  = 0.2
				KNIGHTS_OFFENSIVE = 0.2
				light_cavalry = 4
				knights = 2
			}
		}
		3 = {
			modifier = {
				LIGHT_CAVALRY_OFFENSIVE  = 0.3
				KNIGHTS_OFFENSIVE = 0.3
				light_cavalry = 6
				knights = 3
			}
		}
		4 = {
			modifier = {
				LIGHT_CAVALRY_OFFENSIVE  = 0.4
				KNIGHTS_OFFENSIVE = 0.4
				light_cavalry = 8
				knights = 4
			}
		}
		5 = {
			modifier = {
				LIGHT_CAVALRY_OFFENSIVE  = 0.5
				KNIGHTS_OFFENSIVE = 0.5
				light_cavalry = 10
				knights = 5
			}
		}
	}
	TECH_SIEGE_EQUIPMENT = {
		1 = {
			modifier = {
				SIEGE_SPEED = 0.1
				levy_size = 0.05
			}
		}
		2 = {
			modifier = {
				SIEGE_SPEED = 0.2
				levy_size = 0.1
			}
		}
		3 = {
			modifier = {
				SIEGE_SPEED = 0.3
				levy_size = 0.15
			}
		}
		4 = {
			modifier = {
				SIEGE_SPEED = 0.4
				levy_size = 0.20
			}
		}
		5 = {
			modifier = {
				SIEGE_SPEED = 0.5
				levy_size = 0.25
			}
		}
	}
	TECH_CASTLES = { #military fortifications
		1 = {
			modifier = {
				SIEGE_DEFENCE = 0.1
				fort_level = 0.5
				garrison_size = 0.05
			}
		}
		2 = {
			modifier = {
				SIEGE_DEFENCE = 0.2
				fort_level = 1
				garrison_size = 0.10
			}
		}
		3 = {
			modifier = {
				SIEGE_DEFENCE = 0.3
				fort_level = 1.5
				garrison_size = 0.15
			}
		}
		4 = {
			modifier = {
				SIEGE_DEFENCE = 0.4
				fort_level = 2
				garrison_size = 0.20
			}
		}
		5 = {
			modifier = {
				SIEGE_DEFENCE = 0.5
				fort_level = 2.5
				garrison_size = 0.25
			}
		}
	}
	TECH_TACTICS = {
		1 = {
			modifier = {
				LAND_MORALE = 0.2
				levy_reinforce_rate = 0.05
			}
		}
		2 = {
			modifier = {
				LAND_MORALE = 0.4
				levy_reinforce_rate = 0.10
			}
		}
		3 = {
			modifier = {
				LAND_MORALE = 0.6
				levy_reinforce_rate = 0.15
			}
		}
		4 = {
			modifier = {
				LAND_MORALE = 0.8
				levy_reinforce_rate = 0.20
			}
		}
		5 = {
			modifier = {
				LAND_MORALE = 1.0
				levy_reinforce_rate = 0.25
			}
		}
	}
}

TECH_GROUP_ECONOMY = {
	TECH_CASTLE_TAXES = { #castle taxes
		1 = {
			modifier = {
				CASTLE_TAX_MODIFIER = 0.1
				supply_limit = 0.15
			}
		}
		2 = {
			modifier = {
				CASTLE_TAX_MODIFIER = 0.2
				supply_limit = 0.3
			}
		}
		3 = {
			modifier = {
				CASTLE_TAX_MODIFIER = 0.3
				supply_limit = 0.45
			}
		}
		4 = {
			modifier = {
				CASTLE_TAX_MODIFIER = 0.4
				supply_limit = 0.6
			}
		}
		5 = {
			modifier = {
				CASTLE_TAX_MODIFIER = 0.5
				supply_limit = 0.75
			}
		}
	}
	TECH_CITY_TAXES = { #city taxes
		1 = {
			modifier = {
				CITY_TAX_MODIFIER = 0.1
				supply_limit = 0.15
			}
		}
		2 = {
			modifier = {
				CITY_TAX_MODIFIER = 0.2
				supply_limit = 0.30
			}
		}
		3 = {
			modifier = {
				CITY_TAX_MODIFIER = 0.3
				supply_limit = 0.45
			}
		}
		4 = {
			modifier = {
				CITY_TAX_MODIFIER = 0.4
				supply_limit = 0.60
			}
		}
		5 = {
			modifier = {
				CITY_TAX_MODIFIER = 0.5
				supply_limit = 0.75
			}
		}
	}
	TECH_TEMPLE_TAXES = { #church taxes
		1 = {
			modifier = {
				TEMPLE_TAX_MODIFIER = 0.1
				supply_limit = 0.15
			}
		}
		2 = {
			modifier = {
				TEMPLE_TAX_MODIFIER = 0.2
				supply_limit = 0.30
			}
		}
		3 = {
			modifier = {
				TEMPLE_TAX_MODIFIER = 0.3
				supply_limit = 0.45
			}
		}
		4 = {
			modifier = {
				TEMPLE_TAX_MODIFIER = 0.4
				supply_limit = 0.60
			}
		}
		5 = {
			modifier = {
				TEMPLE_TAX_MODIFIER = 0.5
				supply_limit = 0.75
			}
		}
	}
	
	TECH_CASTLE_CONSTRUCTION = { #castle buildings
		1 = {
			add_building = ca_militia_barracks_3
			add_building = ca_barracks_4
			add_building = ca_smithy_3
		}
		2 = {
			add_building = ca_barracks_5
			add_building = ca_militia_barracks_4
			add_building = ca_stable_4
			add_building = ca_town_3
			add_building = ca_training_grounds_2
			add_building = ca_smithy_4
		}
		3 = {
			add_building = ca_militia_barracks_5
			add_building = ca_barracks_6
			add_building = ca_training_grounds_3
			add_building = ca_stable_5
			add_building = ca_smithy_5
			add_building = ca_town_4
		}
		4 = {
			add_building = ca_training_grounds_4
			add_building = ca_stable_6
			add_building = ca_town_5
			add_building = ca_smithy_6
		}
		5 = {
			add_building = ca_barracks_7
			add_building = ca_smithy_7
			add_building = ca_town_6
		}
	}
	TECH_CITY_CONSTRUCTION = { #city buildings
		1 = {
			add_building = ct_marketplace_2
			add_building = ct_barracks_4
			add_building = ct_marketplace_4
			add_building = ct_smithy_3
			add_building = ct_university_1
			add_building = ct_port_2
		}
		2 = {
			add_building = ct_marketplace_3
			add_building = ct_port_4
			add_building = ct_guard_4
			add_building = ct_smithy_4
			add_building = ct_port_3
		}
		3 = {
			add_building = ct_barracks_5
			add_building = ct_marketplace_4
			add_building = ct_smithy_5
			add_building = ct_university_2
			add_building = ct_port_4
		}
		4 = {
			add_building = ct_guard_5
			add_building = ct_marketplace_5
			add_building = ct_port_5
			add_building = ct_smithy_6
			add_building = ct_university_3
		}
		5 = {
			add_building = ct_barracks_6
			add_building = ct_marketplace_6
			add_building = ct_smithy_7
		}
	}
	
	TECH_TEMPLE_CONSTRUCTION = { #temple buildings
		1 = { 
			add_building = tp_barracks_4
			add_building = tp_elite_barracks_4
			add_building = tp_school_2
			add_building = tp_smithy_3
			add_building = tp_town_3
		}
		2 = {
			add_building = tp_school_3
			add_building = tp_smithy_4
		}
		3 = {
			add_building = tp_barracks_5
			add_building = tp_elite_barracks_5
			add_building = tp_school_4
			add_building = tp_smithy_5
			add_building = tp_town_4
		}
		4 = {
			add_building = tp_town_5
			add_building = tp_school_5
			add_building = tp_smithy_6
			
		}
		5 = {
			add_building = tp_barracks_6
			add_building = tp_elite_barracks_6
			add_building = tp_smithy_7
		}
	}
	TECH_FORTIFICATIONS_CONSTRUCTION = { # walls and levy buildings
		1 = {
			add_building = ca_wall_q_3
			add_building = ca_keep_3
			add_building = ct_wall_q_3
			add_building = ct_training_grounds_4
			add_building = tp_wall_q_3
			add_building = tp_monastery_4
		}
		2 = {
			add_building = ca_keep_4
			add_building = ca_wall_4
			add_building = ct_wall_4
			add_building = tp_wall_4
		}
		3 = {
			add_building = ca_wall_q_4
			add_building = ca_keep_5
			add_building = ct_wall_q_4
			add_building = ct_training_grounds_5
			add_building = tp_wall_q_4
			add_building = tp_monastery_5
		}
		4 = {
			add_building = ca_wall_5
			add_building = ct_wall_5
			add_building = tp_wall_5
		}
		5 = {
			add_building = ca_wall_q_5
			add_building = ca_keep_6
			add_building = ct_wall_q_5
			add_building = ct_training_grounds_6
			add_building = tp_wall_q_5
			add_building = tp_monastery_6
		}
	}
	TECH_CONSTRUCTION = { #improved construction of all buildings
		1 = {
			modifier = {
				LOCAL_BUILD_TIME_MODIFIER = -0.05
				local_build_cost_modifier = -0.04
			}
		}
		2 = {
			modifier = {
				LOCAL_BUILD_TIME_MODIFIER = -0.10
				local_build_cost_modifier = -0.08
			}
		}
		3 = {
			modifier = {
				LOCAL_BUILD_TIME_MODIFIER = -0.15
				local_build_cost_modifier = -0.12
			}
		}
		4 = {
			modifier = {
				LOCAL_BUILD_TIME_MODIFIER = -0.20
				local_build_cost_modifier = -0.16
			}
		}
		5 = {
			modifier = {
				LOCAL_BUILD_TIME_MODIFIER = -0.25
				local_build_cost_modifier = -0.20
			}
		}
	}
}

TECH_GROUP_CULTURE = {
	TECH_NOBLE_CUSTOMS = {
		1 = {
			modifier = {
				CASTLE_OPINION = 3
				tech_growth_modifier_military = 0.1
			}
		}
		2 = {
			modifier = {
				CASTLE_OPINION = 6
				tech_growth_modifier_military = 0.2
			}
		}
		3 = {
			modifier = {
				CASTLE_OPINION = 9
				tech_growth_modifier_military = 0.3
			}
		}
		4 = {
			modifier = {
				CASTLE_OPINION = 12
				tech_growth_modifier_military = 0.4
			}
		}
		5 = {
			modifier = {
				CASTLE_OPINION = 15
				tech_growth_modifier_military = 0.5
			}
		}
	}
	TECH_POPULAR_CUSTOMS = {
		1 = {
			modifier = {
				TOWN_OPINION = 3
				tech_growth_modifier_economy = 0.1
			}
		}
		2 = {
			modifier = {
				TOWN_OPINION = 6
				tech_growth_modifier_economy = 0.2
			}
		}
		3 = {
			modifier = {
				TOWN_OPINION = 9
				tech_growth_modifier_economy = 0.3
			}
		}
		4 = {
			modifier = {
				TOWN_OPINION = 12
				tech_growth_modifier_economy = 0.4
			}
		}
		5 = {
			modifier = {
				TOWN_OPINION = 15
				tech_growth_modifier_economy = 0.5
			}
		}
	}
	TECH_RELIGIOUS_CUSTOMS = {
		1 = {
			modifier = {
				CHURCH_OPINION = 3
				tech_growth_modifier_culture = 0.1
			}
		}
		2 = {
			modifier = {
				CHURCH_OPINION = 6
				tech_growth_modifier_culture = 0.2
			}
		}
		3 = {
			modifier = {
				CHURCH_OPINION = 9
				tech_growth_modifier_culture = 0.3
			}
		}
		4 = {
			modifier = {
				CHURCH_OPINION = 12
				tech_growth_modifier_culture = 0.4
			}
		}
		5 = {
			modifier = {
				CHURCH_OPINION = 15
				tech_growth_modifier_culture = 0.5
			}
		}
	}
	TECH_MAJESTY = {
		1 = {
			modifier = {
				ADD_PRESTIGE_MODIFIER = 0.1
			}
		}
		2 = {
			modifier = {
				ADD_PRESTIGE_MODIFIER = 0.15
			}
		}
		3 = {
			modifier = {
				ADD_PRESTIGE_MODIFIER = 0.2
			}
		}
		4 = {
			modifier = {
				ADD_PRESTIGE_MODIFIER = 0.25
			}
		}
		5 = {
			modifier = {
				ADD_PRESTIGE_MODIFIER = 0.3
			}
		}
	}
	TECH_SPIRITUAL_ART = {
		1 = {
			modifier = {
				ADD_PIETY_MODIFIER = 0.1
			}
		}
		2 = {
			modifier = {
				ADD_PIETY_MODIFIER = 0.15
			}
		}
		3 = {
			modifier = {
				ADD_PIETY_MODIFIER = 0.2
			}
		}
		4 = {
			modifier = {
				ADD_PIETY_MODIFIER = 0.25
			}
		}
		5 = {
			modifier = {
				ADD_PIETY_MODIFIER = 0.3
			}
		}
	}
	TECH_CULTURE_FLEX = {
		1 = {
			modifier = {
				CULTURE_FLEX = -0.1
				local_revolt_risk = -0.002
			}
		}
		2 = {
			modifier = {
				CULTURE_FLEX = -0.2
				local_revolt_risk = -0.004
			}
		}
		3 = {
			modifier = {
				CULTURE_FLEX = -0.3
				local_revolt_risk = -0.006
			}
		}
		4 = {
			modifier = {
				CULTURE_FLEX = -0.4
				local_revolt_risk = -0.008
			}
		}
		5 = {
			modifier = {
				CULTURE_FLEX = -0.5
				local_revolt_risk = -0.010
			}
		}
	}
	TECH_RELIGION_FLEX = {
		1 = {
			modifier = {
				RELIGION_FLEX = -0.1
				local_revolt_risk = -0.002
			}
		}
		2 = {
			modifier = {
				RELIGION_FLEX = -0.2
				local_revolt_risk = -0.004
			}
		}
		3 = {
			modifier = {
				RELIGION_FLEX = -0.3
				local_revolt_risk = -0.006
			}
		}
		4 = {
			modifier = {
				RELIGION_FLEX = -0.4
				local_revolt_risk = -0.008
			}
		}
		5 = {
			modifier = {
				RELIGION_FLEX = -0.5
				local_revolt_risk = -0.010
			}
		}
	}
	TECH_LEGALISM = {
		1 = {
			modifier = {
				SHORT_REIGN_LENGTH = -1
			}
		}
		2 = {
			modifier = {
				SHORT_REIGN_LENGTH = -2
			}
		}
		3 = {
			modifier = {
				SHORT_REIGN_LENGTH = -3
			}
		}
		4 = {
			modifier = {
				SHORT_REIGN_LENGTH = -4
			}
		}
		5 = {
			modifier = {
				SHORT_REIGN_LENGTH = -5
			}
		}
	}
}