Skip to content

Commit

Permalink
Add mappings from Inventions to Innovations (towards #163) (#1862) #m…
Browse files Browse the repository at this point in the history
…inor

Co-authored-by: IhateTrains <[email protected]>
  • Loading branch information
MatthewForrester and IhateTrains authored Apr 18, 2024
1 parent 1454ed4 commit 8dfd33b
Showing 1 changed file with 213 additions and 0 deletions.
Original file line number Diff line number Diff line change
@@ -0,0 +1,213 @@
### INVENTIONS TO INNOVATIONS MAPPINGS ###

# bonus = { ir = imperator invention ck3 = ck3 innovation }
# Multiple Inventions can be listed, if they conceptually contribute to the Innovation
# Working assumption: each bonus line should have no more than 3 universal and 1 cultural/regional Invention per Innovation, on the assumption that each Invention might give a 25% bonus towards the Innovation.
# link = { ir = imperator invention ck3 = ck3 innovation }
# Links are one to one.
# Working assumption: only include an Invention here if it's conceptually almost or actually identical to the Innovation (effects don't matter).
# All CK3 Innovations up to 1.12 are listed here, even if they don't make sense for conversion.
# Lines that don't have any suitable Invention should be commented out

# TRIBAL ERA - MILITARY
bonus = { ir = fort_maintenance_cost_inv ir = global_defensive_inv_3 ir = global_defensive_inv_1 ck3 = innovation_motte }
link = { ir = siege_speed_inv_3 ck3 = innovation_motte }
bonus = { ir = siege_speed_inv_5 ir = siege_engineers_inv_5 ck3 = innovation_catapult }
link = { ir = siege_engineers_inv_4 ck3 = innovation_catapult }
bonus = { ir = global_start_experience_inv_3 ir = global_start_experience_inv_2 ck3 = innovation_barracks }
link = { ir = cohort_reinforcement_speed_inv ck3 = innovation_barracks }
bonus = { ir = global_start_experience_inv_1 ir = global_supply_limit_modifier_inv_1 ir = heavy_infantry_discipline_inv ck3 = innovation_mustering_grounds }
link = { ir = global_cohort_recruit_speed_inv ck3 = innovation_mustering_grounds }
bonus = { ir = experience_decay_inv_1 ir = general_loyalty_inv ir= tyranny_inv_2 ck3 = innovation_bannus } # 3rd Hierarchy of Responsibility
# link = { ir = ck3 = innovation_bannus }
bonus = { ir = gallic_chainmail_inv ck3 = innovation_quilted_armor }
# link = { ir = ck3 = innovation_quilted_armor }
# TRIBAL ERA - CIVIC
bonus = { ir = global_citizen_output_inv_3 ir = global_freemen_output_inv_3 ir = italic_lex_frumentaria_inv ir = global_tax_modifier_inv_3 ck3 = innovation_development_01 }
link = { ir = ruler_popularity_gain_inv_4 ck3 = innovation_development_01 } # Public Works
# bonus = { ir = ck3 = innovation_currency_01 }
# link = { ir = ck3 = innovation_currency_01 }
# bonus = { ir = ck3 = innovation_gavelkind }
link = { ir = oaths_of_allegiance_inv ck3 =innovation_gavelkind } # IR is Codified Succession
# bonus = { ir = ck3 = innovation_crop_rotation }
# link = { ir = ck3 = innovation_crop_rotation }
bonus = { ir = italic_insulae_inv ir = italic_lex_frumentaria_inv ck3 = innovation_city_planning }
link = { ir = global_building_slot_inv ck3 = innovation_city_planning }
bonus = { ir = fabricate_claim_cost_modifier_inv ir = agressive_expansion_impact_inv_3 ir = tribute_income_modifier_inv_1 ck3 = innovation_casus_belli } # Third is Tributary Administration
link = { ir = war_score_cost_inv_1 ck3 = innovation_casus_belli }
bonus = { ir = italic_lex_frumentaria_inv ir = global_tribesmen_output_inv_2 ir = global_tribesmen_output_inv_2 ir = global_unrest_inv_5 ck3 = innovation_plenary_assemblies } # 3rd Assemblies
# link = { ir = ck3 = innovation_plenary_assemblies }
bonus = { ir = commerce_inv_5 ir = monthly_wage_inv ir = tribute_income_modifier_inv_3 ck3 = innovation_ledger }
# link = { ir = ck3 = innovation_ledger }
# TRIBAL ERA - REGIONAL
# bonus = { ir = ck3 = innovation_table_of_princes }
# link = { ir = ck3 = innovation_table_of_princes } # culture:czech|slovien
bonus = { ir = blockade_efficiency_inv ir = liburnian_invention_1 ck3 = innovation_longboats } # 1st Experienced Seafarers 2nd Lemboi Scouts (could both fight and row)
# link = { ir = ck3 = innovation_longboats } # region = world_europe_north
# bonus = { ir = ck3 = innovation_elephantry }
# link = { ir = ck3 = innovation_elephantry } # region = world_innovation_elephants
# bonus = { ir = ck3 = innovation_war_camels }
# link = { ir = ck3 = innovation_war_camels } # region = world_innovation_camels
bonus = { ir = buy_military_tradition_inv ck3 = innovation_wootz_steel }
link = { ir = indian_wootz_steel_inv ck3 = innovation_wootz_steel } # world_india_deccan
# bonus = { ir = ck3 = innovation_african_canoes }
# link = { ir = ck3 = innovation_african_canoes } # world_africa_west
# TRIBAL ERA - MEN-AT-ARMS
# bonus = { ir = ck3 = innovation_caballeros }
# link = { ir = ck3 = innovation_caballeros } # region = world_europe_west_iberia
# bonus = { ir = ck3 = innovation_bamboo_bows }
# link = { ir = ck3 = innovation_bamboo_bows } # region = world_india
# bonus = { ir = ck3 = innovation_sahel_horsemen }
# link = { ir = ck3 = innovation_sahel_horsemen } # region = custom_sahel_proper
# bonus = { ir = ck3 = innovation_repeating_crossbow }
# link = { ir = ck3 = innovation_repeating_crossbow } # has_cultural_pillar = heritage_chinese
# bonus = { ir = ck3 = innovation_pole_vault }
# link = { ir = ck3 = innovation_pole_vault } # culture:guanches OR PARENT CULTURE
# TRIBAL ERA - NORTHERN LORDS - has_fp1_dlc_trigger = yes
bonus = { ir = assemble_raiding_inv ck3 = innovation_varangian_adventurers } # 1st Experienced Raiders (Tribal only)
# link = { ir = ck3 = innovation_varangian_adventurers } # ( has_cultural_pillar = heritage_north_germanic OR Norman culture OR Estonian culture ) BUT NOT EARLY MEDIEVAL OR LATER
bonus = { ir = agressive_expansion_monthly_decay_inv_1 ck3 = innovation_all_things }
# link = { ir = ck3 = innovation_all_things } # region = world_europe_north

# EARLY MEDIEVAL ERA - MILITARY
# bonus = { ir = ck3 = innovation_battlements }
# link = { ir = ck3 = innovation_battlements }
bonus = { ir = siege_speed_inv_1 ck3 = innovation_mangonel }
link = { ir = siege_engineers_inv_6 ck3 = innovation_mangonel }
bonus = { ir = gallic_oppidum_inv ir = siege_speed_inv_4 ir = civic_tech_investment_inv_1 ck3 = innovation_burhs }
# link = { ir = ck3 = innovation_burhs }
bonus = { ir = global_start_experience_inv_4 ck3 = innovation_house_soldiers }
# link = { ir = ck3 = innovation_house_soldiers }
# bonus = { ir = ck3 = innovation_horseshoes }
# link = { ir = ck3 = innovation_horseshoes }
bonus = { ir = gallic_four_horned_saddle_inv ir = heavy_cavalry_discipline_inv ck3 = innovation_arched_saddle }
# link = { ir = ck3 = innovation_arched_saddle }
# EARLY MEDIEVAL ERA - CIVIC
bonus = { ir = monthly_character_loyalty_inv_2 ir = dictatorship_step_3 ir = dictatorship_step_4 ck3 = innovation_hereditary_rule } # 1st Approved Familia 2nd and 3rd are Demand/Request a Line of Succession which are alternatives for Dictatorship
# link = { ir = ck3 = innovation_hereditary_rule } # UNLOCKS PARTITION
bonus = { ir = global_goods_from_slaves_inv ck3 = innovation_manorialism }
link = { ir = global_settlement_building_slot_inv ck3 = innovation_manorialism }
bonus = { ir = smear_character_cost_modifier_inv ck3 = innovation_development_02 } # 1st Town Criers
# link = { ir = ck3 = innovation_development_02 } # Communal Government
bonus = { ir = hold_triumph_cost_modifier_inv ck3 = innovation_currency_02 }
# link = { ir = ck3 = innovation_currency_02 } # Coinage
bonus = { ir = loyalty_gain_chance_modifier_inv ir = agressive_expansion_monthly_decay_inv_4 ck3 = innovation_royal_prerogative }
# link = { ir = ck3 = innovation_royal_prerogative }
bonus = { ir = land_won_by_the_spear ir = religious_tech_investment_inv_1 ck3 = innovation_chronicle_writing } # 2nd Recording Tradition
# link = { ir = ck3 = innovation_chronicle_writing }
bonus = { ir = indian_trigonometric_functions_inv ck3 = innovation_armilary_sphere }
# link = { ir = ck3 = innovation_armilary_sphere }
bonus = { ir = tyranny_inv_1 ir = religious_tech_investment_inv_2 ck3 = innovation_baliffs } # 1st Official Orators 2nd Scribae
# link = { ir = ck3 = innovation_baliffs } # (sic) bailiffs
# EARLY MEDIEVAL ERA - REGIONAL
# bonus = { ir = ck3 = innovation_reconquista }
# link = { ir = ck3 = innovation_reconquista } # region = world_europe_west_iberia
# bonus = { ir = ck3 = innovation_stem_duchies }
# link = { ir = ck3 = innovation_stem_duchies } # region = custom_europe_western_germany
# bonus = { ir = ck3 = innovation_ghilman }
# link = { ir = ck3 = innovation_ghilman } # region = world_middle_east_arabia
# link = { ir = ck3 = fp3_innovation_mural_sextant } REQUIRES DLC AND COURT SCHOLAR


# HIGH MEDIEVAL ERA - MILITARY
# bonus = { ir = ck3 = innovation_hoardings }
# link = { ir = ck3 = innovation_hoardings }
# bonus = { ir = ck3 = innovation_trebuchet }
# link = { ir = ck3 = innovation_trebuchet }
# bonus = { ir = ck3 = innovation_castle_baileys }
# link = { ir = ck3 = innovation_castle_baileys }
# bonus = { ir = ck3 = innovation_men_at_arms }
# link = { ir = ck3 = innovation_men_at_arms }
# bonus = { ir = ck3 = innovation_knighthood }
# link = { ir = ck3 = innovation_knighthood }
# bonus = { ir = ck3 = innovation_advanced_bowmaking }
# link = { ir = ck3 = innovation_advanced_bowmaking }
# HIGH MEDIEVAL ERA - CIVIC
# bonus = { ir = ck3 = innovation_heraldry }
# link = { ir = ck3 = innovation_heraldry }
# bonus = { ir = ck3 = innovation_windmills }
# link = { ir = ck3 = innovation_windmills }
bonus = { ir = ir = agressive_expansion_impact_inv_5 ck3 = innovation_divine_right } # 1st Divine Mandate
# link = { ir = ck3 = innovation_divine_right }
# bonus = { ir = ck3 = innovation_land_grants }
# link = { ir = ck3 = innovation_land_grants }
# bonus = { ir = ck3 = innovation_scutage }
# link = { ir = ck3 = innovation_scutage }
# bonus = { ir = ck3 = innovation_guilds }
# link = { ir = ck3 = innovation_guilds }
# bonus = { ir = ck3 = innovation_development_03 }
# link = { ir = ck3 = innovation_development_03 } # Urbanization
# bonus = { ir = ck3 = innovation_currency_03 }
# link = { ir = ck3 = innovation_currency_03 } # Banking
# HIGH MEDIEVAL ERA - REGIONAL
# bonus = { ir = ck3 = innovation_east_settling }
# link = { ir = ck3 = innovation_east_settling } # region = custom_europe_eastern_germany
# bonus = { ir = ck3 = innovation_seigneurialism }
# link = { ir = ck3 = innovation_seigneurialism } # region = world_europe_west_francia
# bonus = { ir = ck3 = innovation_muladi }
# link = { ir = ck3 = innovation_muladi } # region = world_africa_north
bonus = { ir = subject_opinions_inv_3 ck3 = innovation_french_peerage }
# link = { ir = ck3 = innovation_french_peerage } # region = world_europe_west_francia AND UNLOCKED BY DECISION
# bonus = { ir = ck3 = innovation_sanitation }
# link = { ir = ck3 = innovation_sanitation } # has_cultural_pillar = heritage_byzantine OR has_cultural_pillar = heritage_arabic IN LEGENDS OF THE DEAD FILE BUT NOT ACTUALLY DLC-LOCKED??
# HIGH MEDIEVAL ERA - MEN-AT-ARMS
# bonus = { ir = ck3 = innovation_desert_tactics }
# link = { ir = ck3 = innovation_desert_tactics } # has_innovation = innovation_desert_tactics CIRCULAR POTENTIAL
# bonus = { ir = ck3 = innovation_hobbies }
# link = { ir = ck3 = innovation_hobbies } # region = ghw_region_britannia
# bonus = { ir = ck3 = innovation_sarawit }
# link = { ir = ck3 = innovation_sarawit } # has_cultural_parameter = unlock_sarawit_innovation

# LATE MEDIEVAL ERA - MILITARY
# bonus = { ir = ck3 = innovation_machicolations }
# link = { ir = ck3 = innovation_machicolations }
# bonus = { ir = ck3 = innovation_bombard }
# link = { ir = ck3 = innovation_bombard }
# bonus = { ir = ck3 = innovation_royal_armory }
# link = { ir = ck3 = innovation_royal_armory }
# bonus = { ir = ck3 = innovation_standing_armies }
# link = { ir = ck3 = innovation_standing_armies }
# bonus = { ir = ck3 = innovation_sappers }
# link = { ir = ck3 = innovation_sappers }
# bonus = { ir = ck3 = innovation_plate_armor }
# link = { ir = ck3 = innovation_plate_armor }
# LATE MEDIEVAL ERA - CIVIC
# bonus = { ir = ck3 = innovation_primogeniture }
# link = { ir = ck3 = innovation_primogeniture }
bonus = { ir = global_defensive_inv_5 ck3 = innovation_cranes }
# link = { ir = ck3 = innovation_cranes }
# bonus = { ir = ck3 = innovation_noblesse_oblige }
# link = { ir = ck3 = innovation_noblesse_oblige }
# bonus = { ir = ck3 = innovation_rightful_ownership }
# link = { ir = ck3 = innovation_rightful_ownership }
# bonus = { ir = ck3 = innovation_ermine_cloaks }
# link = { ir = ck3 = innovation_ermine_cloaks }
# bonus = { ir = ck3 = innovation_court_officials }
# link = { ir = ck3 = innovation_court_officials }
# bonus = { ir = ck3 = innovation_development_04 }
# link = { ir = ck3 = innovation_development_04 } # Renaissance Thought
# bonus = { ir = ck3 = innovation_currency_04 }
# link = { ir = ck3 = innovation_currency_04 } # Promissory Notes
# LATE MEDIEVAL ERA - REGIONAL
# bonus = { ir = ck3 = innovation_wierdijks }
# link = { ir = ck3 = innovation_wierdijks } # region = custom_netherlands
# bonus = { ir = ck3 = innovation_condottieri }
# link = { ir = ck3 = innovation_condottieri } # region = world_europe_south_italy
# bonus = { ir = ck3 = innovation_deccan_unity }
# link = { ir = ck3 = innovation_deccan_unity } # region = world_india_deccan
# LATE MEDIEVAL ERA - REGIONAL
bonus = { ir = indian_tube_drawn_technology_inv ir = global_citizen_happyness_inv ck3 = fp3_innovation_fritware } # 2nd Glass Blowing
# link = { ir = ck3 = fp3_innovation_fritware } REQUIRES DLC AND COURT SCHOLAR
# LATE MEDIEVAL ERA - MEN-AT-ARMS
# bonus = { ir = ck3 = innovation_zweihanders }
# link = { ir = ck3 = innovation_zweihanders } # region = ghw_region_germany && has_cultural_pillar = heritage_central_germanic
# bonus = { ir = ck3 = innovation_adaptive_militia }
# link = { ir = ck3 = innovation_adaptive_militia } # has_cultural_parameter = unlock_adaptive_militia_innovation
# bonus = { ir = ck3 = innovation_valets }
# link = { ir = ck3 = innovation_valets } # has_cultural_parameter = unlock_valets_innovation
# bonus = { ir = ck3 = innovation_pike_columns }
# link = { ir = ck3 = innovation_pike_columns } # has_cultural_parameter = unlock_innovation_pike_columns
bonus = { ir = discipline_inv_5 ir = discipline_inv_2 ir = military_tech_investment_inv_2 ck3 = innovation_legionnaires } # 1st Cohorts 2nd Manipular Legion 3rd Praefactus Fabrum
# link = { ir = ck3 = innovation_legionnaires } # culture:roman
# bonus = { ir = ck3 = innovation_rectilinear_schiltron }
# link = { ir = ck3 = innovation_rectilinear_schiltron } # has_cultural_parameter = unlock_schiltron_innovation

0 comments on commit 8dfd33b

Please sign in to comment.