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…inor Co-authored-by: IhateTrains <[email protected]>
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ImperatorToCK3/Data_Files/configurables/inventions_to_innovations_map.txt
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### INVENTIONS TO INNOVATIONS MAPPINGS ### | ||
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# 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 | ||
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# 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 | ||
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# 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 | ||
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# 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 | ||
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# 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 |