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[B@W] Abominus
01.09.12, 11:09
Ich krieg es nicht hin, habe gestern noch bis zum 2 daran rumgeferkelt aber es klappt nicht. Ich kriege zwar Fraktionen hinzugefügt, aber die werden im Spiel nicht als aktiv dargestellt.

Original:


guiTypes = {

windowType = {
name = "MNG_faction_view"
backGround=""
position = { x=0 y=0 }
size = { x=1024 y=100 }
moveable = 0
dontRender = ""
horizontalBorder= ""
verticalBorder= ""
fullScreen = yes

iconType =
{
name ="faction_bg"
spriteType = "GFX_MNG_bg"
position = { x= -290 y = -323 }
Orientation = "CENTER"
}


textBoxType = {
name = "faction_label"
position = { x = 0 y =-301 }
format = centre
textureFile = ""
font = "Main_24"
borderSize = {x = 4 y = 4}
text = "FACTIONS_TITLE"
maxWidth = 400
maxHeight = 32

Orientation = "CENTER"


}

### EUNUCH
iconType =
{
name ="enuchs_icon"
spriteType = "GFX_china_eunuch"
position = { x= -82 y = -259 }
Orientation = "CENTER"
}

iconType =
{
name ="enuchs_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 10 y = -227 }
Orientation = "CENTER"
}

textBoxType = {
name = "enuchs_value"
position = { x = 11 y = -205 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "11"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="enuchs_arrow"
spriteType = "GFX_china_arrow"
position = { x= 61 y = -200 }
Orientation = "CENTER"
}
textBoxType = {
name = "enuchs_label"
position = { x = -1 y = -161 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "enuchs"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "enuchs_info"
position = { x = -97 y = -137 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}


### TEMPLE
iconType =
{
name ="temples_icon"
spriteType = "GFX_china_temple"
position = { x= -222 y = -19 }
Orientation = "CENTER"
}
iconType =
{
name ="temples_circle"
spriteType = "GFX_china_circle_bg"
position = { x= -123 y = 2 }
Orientation = "CENTER"
}

textBoxType = {
name = "temples_value"
position = { x = -123 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="temples_arrow"
spriteType = "GFX_china_arrow"
position = { x= -72 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "temples_label"
position = { x = -134 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "temples"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "temples_info"
position = { x = -230 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}



### BUREAUCRAT

iconType =
{
name ="bureaucrats_icon"
spriteType = "GFX_china_bureaucrat"
position = { x= 42 y = -30 }
Orientation = "CENTER"
}
iconType =
{
name ="bureaucrats_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 142 y = 2 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_value"
position = { x = 140 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="bureaucrats_arrow"
spriteType = "GFX_china_arrow"
position = { x= 193 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_label"
position = { x = 131 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "bureaucrats"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "bureaucrats_info"
position = { x = 35 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}
########

guiButtonType = {
name = "close_button"
position = { x=-62 y =208}
quadTextureSprite ="button_type_1"
tooltip = ""
tooltipText =""
delayedTooltipText = ""
buttonText = "HRE_CLOSE"
buttonFont = "Main_14_black"

Orientation = "CENTER"
clicksound = close_window
shortcut = "ESCAPE"
}


}
windowType = {
name = "faction_view"
backGround=""
position = { x=0 y=0 }
size = { x=1024 y=100 }
moveable = 0
dontRender = ""
horizontalBorder= ""
verticalBorder= ""
fullScreen = yes

iconType =
{
name ="faction_bg"
spriteType = "GFX_MNG_bg"
position = { x= -290 y = -323 }
Orientation = "CENTER"
}


textBoxType = {
name = "faction_label"
position = { x = 0 y =-301 }
format = centre
textureFile = ""
font = "Main_24"
borderSize = {x = 4 y = 4}
text = "FACTIONS_TITLE"
maxWidth = 400
maxHeight = 32

Orientation = "CENTER"


}

### EUNUCH
iconType =
{
name ="enuchs_icon"
spriteType = "GFX_china_eunuch"
position = { x= -82 y = -259 }
Orientation = "CENTER"
}

iconType =
{
name ="enuchs_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 10 y = -227 }
Orientation = "CENTER"
}

textBoxType = {
name = "enuchs_value"
position = { x = 11 y = -205 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "11"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="enuchs_arrow"
spriteType = "GFX_china_arrow"
position = { x= 61 y = -200 }
Orientation = "CENTER"
}
textBoxType = {
name = "enuchs_label"
position = { x = -1 y = -161 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "enuchs"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "enuchs_info"
position = { x = -97 y = -137 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}


### TEMPLE
iconType =
{
name ="temples_icon"
spriteType = "GFX_china_temple"
position = { x= -222 y = -19 }
Orientation = "CENTER"
}
iconType =
{
name ="temples_circle"
spriteType = "GFX_china_circle_bg"
position = { x= -123 y = 2 }
Orientation = "CENTER"
}

textBoxType = {
name = "temples_value"
position = { x = -123 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="temples_arrow"
spriteType = "GFX_china_arrow"
position = { x= -72 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "temples_label"
position = { x = -134 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "temples"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "temples_info"
position = { x = -230 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}



### BUREAUCRAT

iconType =
{
name ="bureaucrats_icon"
spriteType = "GFX_china_bureaucrat"
position = { x= 42 y = -30 }
Orientation = "CENTER"
}
iconType =
{
name ="bureaucrats_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 142 y = 2 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_value"
position = { x = 140 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="bureaucrats_arrow"
spriteType = "GFX_china_arrow"
position = { x= 193 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_label"
position = { x = 131 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "bureaucrats"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "bureaucrats_info"
position = { x = 35 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}
########

guiButtonType = {
name = "close_button"
position = { x=-62 y =208}
quadTextureSprite ="button_type_1"
tooltip = ""
tooltipText =""
delayedTooltipText = ""
buttonText = "HRE_CLOSE"
buttonFont = "Main_14_black"

Orientation = "CENTER"
clicksound = close_window
shortcut = "ESCAPE"
}


}
}

Unsers:

guiTypes = {

windowType = {
name = "MNG_faction_view"
backGround=""
position = { x=0 y=0 }
size = { x=1024 y=100 }
moveable = 0
dontRender = ""
horizontalBorder= ""
verticalBorder= ""
fullScreen = yes

iconType =
{
name ="faction_bg"
spriteType = "GFX_MNG_bg"
position = { x= -290 y = -323 }
Orientation = "CENTER"
}


textBoxType = {
name = "faction_label"
position = { x = 0 y =-301 }
format = centre
textureFile = ""
font = "Main_24"
borderSize = {x = 4 y = 4}
text = "FACTIONS_TITLE"
maxWidth = 400
maxHeight = 32

Orientation = "CENTER"


}

### EUNUCH
iconType =
{
name ="enuchs_icon"
spriteType = "GFX_china_eunuch"
position = { x= -82 y = -259 }
Orientation = "CENTER"
}

iconType =
{
name ="enuchs_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 10 y = -227 }
Orientation = "CENTER"
}

textBoxType = {
name = "enuchs_value"
position = { x = 11 y = -205 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "11"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="enuchs_arrow"
spriteType = "GFX_china_arrow"
position = { x= 61 y = -200 }
Orientation = "CENTER"
}
textBoxType = {
name = "enuchs_label"
position = { x = -1 y = -161 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "enuchs"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "enuchs_info"
position = { x = -97 y = -137 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}


### TEMPLE
iconType =
{
name ="temples_icon"
spriteType = "GFX_china_temple"
position = { x= -222 y = -19 }
Orientation = "CENTER"
}
iconType =
{
name ="temples_circle"
spriteType = "GFX_china_circle_bg"
position = { x= -123 y = 2 }
Orientation = "CENTER"
}

textBoxType = {
name = "temples_value"
position = { x = -123 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="temples_arrow"
spriteType = "GFX_china_arrow"
position = { x= -72 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "temples_label"
position = { x = -134 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "temples"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "temples_info"
position = { x = -230 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}



### BUREAUCRAT

iconType =
{
name ="bureaucrats_icon"
spriteType = "GFX_china_bureaucrat"
position = { x= 42 y = -30 }
Orientation = "CENTER"
}
iconType =
{
name ="bureaucrats_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 142 y = 2 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_value"
position = { x = 140 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="bureaucrats_arrow"
spriteType = "GFX_china_arrow"
position = { x= 193 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_label"
position = { x = 131 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "bureaucrats"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "bureaucrats_info"
position = { x = 35 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}
########

guiButtonType = {
name = "close_button"
position = { x=-62 y =208}
quadTextureSprite ="button_type_1"
tooltip = ""
tooltipText =""
delayedTooltipText = ""
buttonText = "HRE_CLOSE"
buttonFont = "Main_14_black"

Orientation = "CENTER"
clicksound = close_window
shortcut = "ESCAPE"
}


}


windowType = {
name = "faction_view"
backGround=""
position = { x=0 y=0 }
size = { x=1024 y=100 }
moveable = 0
dontRender = ""
horizontalBorder= ""
verticalBorder= ""
fullScreen = yes

iconType =
{
name ="faction_bg"
spriteType = "GFX_MNG_bg"
position = { x= -290 y = -323 }
Orientation = "CENTER"
}


textBoxType = {
name = "faction_label"
position = { x = 0 y =-301 }
format = centre
textureFile = ""
font = "Main_24"
borderSize = {x = 4 y = 4}
text = "FACTIONS_TITLE"
maxWidth = 400
maxHeight = 32

Orientation = "CENTER"


}

### EUNUCH
iconType =
{
name ="enuchs_icon"
spriteType = "GFX_china_eunuch"
position = { x= -82 y = -259 }
Orientation = "CENTER"
}

iconType =
{
name ="enuchs_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 10 y = -227 }
Orientation = "CENTER"
}

textBoxType = {
name = "enuchs_value"
position = { x = 11 y = -205 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "11"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="enuchs_arrow"
spriteType = "GFX_china_arrow"
position = { x= 61 y = -200 }
Orientation = "CENTER"
}
textBoxType = {
name = "enuchs_label"
position = { x = -1 y = -161 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "enuchs"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "enuchs_info"
position = { x = -97 y = -137 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}


### TEMPLE
iconType =
{
name ="temples_icon"
spriteType = "GFX_china_temple"
position = { x= -222 y = -19 }
Orientation = "CENTER"
}
iconType =
{
name ="temples_circle"
spriteType = "GFX_china_circle_bg"
position = { x= -123 y = 2 }
Orientation = "CENTER"
}

textBoxType = {
name = "temples_value"
position = { x = -123 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="temples_arrow"
spriteType = "GFX_china_arrow"
position = { x= -72 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "temples_label"
position = { x = -134 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "temples"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "temples_info"
position = { x = -230 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}



### BUREAUCRAT

iconType =
{
name ="bureaucrats_icon"
spriteType = "GFX_china_bureaucrat"
position = { x= 42 y = -30 }
Orientation = "CENTER"
}
iconType =
{
name ="bureaucrats_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 142 y = 2 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_value"
position = { x = 140 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="bureaucrats_arrow"
spriteType = "GFX_china_arrow"
position = { x= 193 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "bureaucrats_label"
position = { x = 131 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "bureaucrats"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "bureaucrats_info"
position = { x = 35 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "Info"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}
########

guiButtonType = {
name = "close_button"
position = { x=-62 y =208}
quadTextureSprite ="button_type_1"
tooltip = ""
tooltipText =""
delayedTooltipText = ""
buttonText = "HRE_CLOSE"
buttonFont = "Main_14_black"

Orientation = "CENTER"
clicksound = close_window
shortcut = "ESCAPE"
}


}

#############################################
# SOT - Byzanz
#############################################
windowType = {
name = "BYZ_faction_view"
backGround=""
position = { x=0 y=0 }
size = { x=1024 y=100 }
moveable = 0
dontRender = ""
horizontalBorder= ""
verticalBorder= ""
fullScreen = yes

iconType =
{
name ="faction_bg"
spriteType = "GFX_BYZ_bg"
position = { x= -290 y = -323 }
Orientation = "CENTER"
}


textBoxType = {
name = "faction_label"
position = { x = 0 y =-301 }
format = centre
textureFile = ""
font = "Main_24"
borderSize = {x = 4 y = 4}
text = "FACTIONS_TITLE_BYZ"
maxWidth = 400
maxHeight = 32

Orientation = "CENTER"


}

### Venezianische Händler
iconType =
{
name ="venetian_fraction_icon"
spriteType = "GFX_BYZ_venetian"
position = { x= -82 y = -259 }
Orientation = "CENTER"
}

iconType =
{
name ="venetian_fraction_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 10 y = -227 }
Orientation = "CENTER"
}

textBoxType = {
name = "venetian_fraction_value"
position = { x = 11 y = -205 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "11"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="venetian_arrow"
spriteType = "GFX_china_arrow"
position = { x= 61 y = -200 }
Orientation = "CENTER"
}
textBoxType = {
name = "venetian_fraction_label"
position = { x = -1 y = -161 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "venetian_fraction"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "venetian_fraction_info"
position = { x = -97 y = -137 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "venetian_fraction"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}


### Kaiserliche Familie
iconType =
{
name ="family_fraction_icon"
spriteType = "GFX_BYZ_family"
position = { x= -222 y = -19 }
Orientation = "CENTER"
}
iconType =
{
name ="family_fraction_circle"
spriteType = "GFX_china_circle_bg"
position = { x= -123 y = 2 }
Orientation = "CENTER"
}

textBoxType = {
name = "family_fraction_value"
position = { x = -123 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="family_arrow"
spriteType = "GFX_china_arrow"
position = { x= -72 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "family_label"
position = { x = -134 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "family"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "family_fraction_info"
position = { x = -230 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "family_fraction"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}



### Warägergarde

iconType =
{
name ="varangian_fraction_icon"
spriteType = "GFX_BYZ_varangian"
position = { x= 42 y = -30 }
Orientation = "CENTER"
}
iconType =
{
name ="varangian_fraction_circle"
spriteType = "GFX_china_circle_bg"
position = { x= 142 y = 2 }
Orientation = "CENTER"
}
textBoxType = {
name = "varangian_fraction_value"
position = { x = 140 y = 24 }
font = "Main_24"
borderSize = {x = 1 y = 1}
text = "22"
maxWidth = 50
maxHeight = 30

Orientation = "CENTER"
format = right
}
iconType =
{
name ="varangian_fraction_arrow"
spriteType = "GFX_china_arrow"
position = { x= 193 y = 28 }
Orientation = "CENTER"
}
textBoxType = {
name = "varangian_fraction_label"
position = { x = 131 y = 68 }
font = "Main_16"
borderSize = {x = 1 y = 1}
text = "varangian_fraction"
maxWidth = 225
maxHeight = 30

Orientation = "CENTER"
format = centre
}
textBoxType = {
name = "varangian_fraction_info"
position = { x = 35 y = 92 }
font = "Main_14"
borderSize = {x = 1 y = 1}
text = "varangian_fraction"
maxWidth = 210
maxHeight = 200

Orientation = "CENTER"
format = left
}
########

guiButtonType = {
name = "close_button"
position = { x=-62 y =208}
quadTextureSprite ="button_type_1"
tooltip = ""
tooltipText =""
delayedTooltipText = ""
buttonText = "HRE_CLOSE"
buttonFont = "Main_14_black"

Orientation = "CENTER"
clicksound = close_window
shortcut = "ESCAPE"
}


}



}


spriteTypes = {

spriteType = {
name = "GFX_MNG_bg"
texturefile = "gfx\\interface\\divine_wind_interface\\china_bg.tga"
transparencecheck = yes
}
spriteType = {
name = "GFX_china_arrow"
texturefile = "gfx\\interface\\divine_wind_interface\\china_arrow.tga"
noOfFrames = 2
}
spriteType = {
name = "GFX_china_circle_bg"
texturefile = "gfx\\interface\\divine_wind_interface\\china_circle_bg.tga"
noOfFrames = 2
}
spriteType = {
name = "GFX_china_bureaucrat"
texturefile = "gfx\\interface\\divine_wind_interface\\china_bureaucrat.tga"
}
spriteType = {
name = "GFX_china_temple"
texturefile = "gfx\\interface\\divine_wind_interface\\china_temple.tga"
}
spriteType = {
name = "GFX_china_eunuch"
texturefile = "gfx\\interface\\divine_wind_interface\\china_eunuch.tga"
}

###############################################
# SOT - Byzanz
###############################################
spriteType = {
name = "GFX_BYZ_bg"
texturefile = "mod\\Sieg_oder_Tod_2.01\\gfx\\interface\\divine_wind_interface\\BYZ_bg.tga"
transparencecheck = yes
}
spriteType = {
name = "GFX_BYZ_varangian"
texturefile = "mod\\Sieg_oder_Tod_2.01\\gfx\\interface\\divine_wind_interface\\BYZ_varangian.tga"
}
spriteType = {
name = "GFX_BYZ_family"
texturefile = "mod\\Sieg_oder_Tod_2.01\\gfx\\interface\\divine_wind_interface\\BYZ_family.tga"
}
spriteType = {
name = "GFX_BYZ_venetian"
texturefile = "mod\\Sieg_oder_Tod_2.01\\gfx\\interface\\divine_wind_interface\\BYZ_venetian.tga"
}

}


temples =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

enuchs =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

bureaucrats =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}

#################################
# SOT - Byzanz
#################################

family_fraction =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

venetian_fraction =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

varangian_fraction =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}



government = ostroemischesimperium_government
aristocracy_plutocracy = -3
centralization_decentralization = -1 #0
innovative_narrowminded = 2
mercantilism_freetrade = -3
offensive_defensive = 2
land_naval = 1
quality_quantity = -1
serfdom_freesubjects = -2
primary_culture = greek
religion = orthodox
technology_group = byzantine_tech
capital = 151 # Constantinople

faction = family_fraction
faction = venetian_fraction
faction = varangian_fraction

varangian_fraction = 90

1341.1.16 = {
monarch = {
name = "Johannes V"
dynasty = "Palaiologos"
adm = 5
dip = 8
mil = 3
}
}

1350.12.18 = {
heir = {
name = "Manuel "
monarch_name = "Manuel II"
dynasty = "Palaiologos"
birth_date = 1350.6.27
death_date = 1425.7.21
claim = 95
adm = 4
dip = 5
mil = 4
}
}

1369.1.1 = { religion = catholic }

1391.2.16 = { religion = orthodox }

1391.2.16 = {
monarch = {
name = "Manuel II"
dynasty = "Palaiologos"
adm = 4
dip = 5
mil = 4
}
}

1392.12.18 = {
heir = {
name = "Ioannes"
monarch_name = "Ioannes VIII"
dynasty = "Palaiologos"
birth_date = 1392.12.18
death_date = 1448.10.31
claim = 95
adm = 5
dip = 5
mil = 5
}
}

1425.7.21 = {
monarch = {
name = "Ioannes VIII"
dynasty = "Palaiologos"
adm = 5
dip = 5
mil = 5
}
}

1425.7.21 = {
heir = {
name = "Konstantinos"
monarch_name = "Konstantinos XI"
dynasty = "Palaiologos"
birth_date = 1405.2.8
death_date = 1453.5.29
claim = 95
adm = 6
dip = 5
mil = 5
}
}

1448.10.31 = {
monarch = {
name = "Konstantinos XI"
dynasty = "Palaiologos"
adm = 6
dip = 5
mil = 5
leader = { name = "Konstantinos XI" type = general rank = 0 fire = 3 shock = 3 manuever = 4 siege = 0 }
}
}

1452.1.1 = { leader = { name = "Giovanni Giustiniani" type = general rank = 1 fire = 2 shock = 2 manuever = 3 siege = 0 death_date = 1453.5.29 } }

sheep-dodger
02.09.12, 00:42
So weit ich es sehe versuchst du die Fraktionen in den history files zu integrieren. Dieser Post (http://forum.paradoxplaza.com/forum/showthread.php?511125-Court-faction-moddability&p=11907882&viewfull=1#post11907882) behauptet man muss es per event und add_factions machen.

[B@W] Abominus
02.09.12, 11:07
Ich habe die von Anfang an drin, da Ming die auch drin hat. Im gleichen Thread hatte ich ja auch schon mein Problem gepostet, leider konnte mir der Ersteller nicht weiterhelfen. Ich lasse es jetzt erstmal, kann auch an der Beta liegen.

sheep-dodger
02.09.12, 11:33
Ja, es kann ja daran liegen, dass die Engine es nicht verkraftet von Anfang an zwei Länder mit Fraktionen drin zu haben, versuch es doch einmal mit einem Event um sie zu aktivieren.

[B@W] Abominus
02.09.12, 12:22
Ich habe es mal über add_faction probiert, geht zwar, dann lässt sich aber erst nach einem Neustart der Karte die Fraktionsseite anzeigen, die sieht genauso aus wie vorher. Ich hatte nicht getestet, ob die Effekte, die ich eingetragen hatte, auch laufen, offenbar ist dem so. Bei einem kurzen Test über dem Einheitenlimit der Truppen gab es einen 60% - Abzug.

Wenn ich es nicht angezeigt bekomme, mache ich es über Triggered-modifier, da kann man dann zumindest sehen, welche Fraktion grad an der Macht ist.

Edit: Ja, es geht auch ohne Event, direkt über die History.

[B@W] Abominus
02.09.12, 12:36
Diese Sachen hier könnten dafür interessant sein:


cultural_decisions = {
support_temple_faction = {
potential = {
NOT = { faction_in_power = temples }
OR = {
faction_in_power = bureaucrats
faction_in_power = enuchs
}
}
allow = {
officials = 3
}
effect = {
faction_influence = {
faction = temples
influence = 5
}
officials = -3
}
ai_will_do = {
factor = 0
}
}

support_enuchs_faction = {
potential = {
NOT = { faction_in_power = enuchs }
OR = {
faction_in_power = temples
faction_in_power = bureaucrats
}
}
allow = {
officials = 3
}
effect = {
faction_influence = {
faction = enuchs
influence = 5
}
officials = -3
}
ai_will_do = {
factor = 0
}
}

support_crats_faction = {
potential = {
NOT = { faction_in_power = bureaucrats }
OR = {
faction_in_power = temples
faction_in_power = enuchs
}
}
allow = {
officials = 3
}
effect = {
faction_influence = {
faction = bureaucrats
influence = 5
}
officials = -3
}
ai_will_do = {
factor = 0
}
}
}

Somit ist mir auch die Möglichkeit gegeben, die aktive Fraktion über einen Triggered-Modifier anzugeben.

[B@W] Abominus
02.09.12, 20:23
varangian_fraction_influence = 0.5

Das ist der richtige Modifier für die Datei :).

[B@W] Abominus
02.09.12, 21:22
Fortschritte :D

Der Einfluss läuft im Hintergrund mit, auch wenn er nicht angezeigt wird.

[B@W] Abominus
03.09.12, 14:46
Aktueller Stand:


#######################################
#
# can_not_build_missionaries = yes
# can_not_build_buildings = yes
# can_not_build_colonies = yes
# can_not_send_merchants = yes
# capped_by_forcelimit = yes
# can_not_declare_war = yes
#
######################################



temples =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

enuchs =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

bureaucrats =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}

#################################
# SOT - Byzanz
#################################

family_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
tolerance_heretic = -3
naval_forcelimit_modifier = -0.33
discipline = -0.10
global_spy_defence = -0.2

#Good
officials = 0.25
spy_efficiency = 0.1
global_revolt_risk = -2
stability_cost_modifier = -0.1
}
}

venetian_fraction =
{
rule =
{
can_not_build_colonies = yes
can_not_build_missionaries = yes
can_not_send_merchants = yes
can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
#Bad
naval_forcelimit_modifier = -0.4
global_revolt_risk = 1

#Good
advisor_cost = -0.25
technology_cost = -0.15
officials = 0.33
}
}

varangian_fraction =
{
rule =
{
can_not_build_missionaries = yes
can_not_build_buildings = yes
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3

#Good
colonists = 0.25
max_war_exhaustion = -0.25
discipline = 0.05
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - USA
#################################

democrats_fraction =
{
rule =
{
can_not_declare_war = yes
capped_by_forcelimit = yes
can_not_build_missionaries = yes
}

modifier =
{
#Bad
badboy_limit = -5
global_spy_defence = -0.2
land_forcelimit_modifier = -0.4

#Good
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
trade_efficiency = 0.05
tolerance_heretic = 1
merchants = 0.5
advisor_cost = -0.25
naval_forcelimit_modifier = 0.4
}
}

republican_fraction =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
}

modifier =
{
#Bad
tolerance_heathen = -1
tolerance_heretic = -1
naval_forcelimit_modifier = -0.4
technology_cost = 0.05
advisor_cost = 0.15
merchant_placement_chance = -0.25
merchant_compete_chance = -0.25
merchant_cost = 0.25
global_tax_modifier = -0.05

#Good
cavalry_cost = -0.05
land_forcelimit_modifier = 0.4
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
missionary_placement_chance = 0.05
}
}

#################################
# SOT - Osmanisches Reich
#################################

harem_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
defensiveness = -0.25

#Good
colonists = 0.25
officials = 0.25
stability_cost_modifier = -0.1
}
}

clergy_fraction =
{
rule =
{
can_not_send_merchants = yes
capped_by_forcelimit = yes
}

modifier =
{
#Bad
tolerance_heathen = -3
tolerance_heretic = -2
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
technology_cost = 0.1
officials = -0.1

#Good
colonists = 0.05
global_revolt_risk = -2
missionaries = 0.4
badboy_limit = 5
}
}

janissary_fraction =
{
rule =
{
can_not_build_missionaries = yes
can_not_build_buildings = yes
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3

#Good
tolerance_heathen = 1
max_war_exhaustion = -0.15
discipline = 0.15
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}


Beeinflussung durch diverse Modifier.

sheep-dodger
03.09.12, 14:54
Persönlich würde ich die Fraktionen nicht beschränken lassen was man tun und lassen kann, das finde ich zumindest sehr langweilig, wenn man plötzlich keine Händler mehr schicken kann weil die falsche Fraktion an der Macht ist, oder wenn man sich zwischen Gebäuden und Händlern entscheiden muss.
Ich würde die verschiedenen Fraktionen jeweils nur Boni und Mali geben lassen, so kann man versuchen sich je nach Spielsituation die richtige Fraktion zu holen, ohne gleich während eines Kriegs dazustehen und nicht über das Forcelimit gehen zu dürfen o.ä.

[B@W] Abominus
03.09.12, 15:12
Das ist natürlich erstmal das erste Konzept. Ich wollte speziell immer eine Fraktion einbauen, die keine Beschränkungen hat. Ich werde das aber mit einbeziehen und am Ende schauen, wie man das besser darstellen kann. Man kann es ja auch sehr teuer machen, z.B. Missionare bei den Janitscharen um 50% die Kosten erhöhnen :).

sheep-dodger
03.09.12, 15:35
Ja, das klingt deutlich sinnvoller. :top:

[B@W] Abominus
03.09.12, 15:51
Nächster Versuch:


#######################################
#
# can_not_build_missionaries = yes
# can_not_build_buildings = yes
# can_not_build_colonies = yes
# can_not_send_merchants = yes
# capped_by_forcelimit = yes
# can_not_declare_war = yes
#
######################################



temples =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

enuchs =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

bureaucrats =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}

#################################
# SOT - Byzanz
#################################

family_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
tolerance_heretic = -3
naval_forcelimit_modifier = -0.33
discipline = -0.10
global_spy_defence = -0.2

#Good
officials = 0.25
spy_efficiency = 0.1
global_revolt_risk = -2
stability_cost_modifier = -0.1
}
}

venetian_fraction =
{
rule =
{
}

modifier =
{
#Bad
naval_forcelimit_modifier = -0.4
land_forcelimit_modifier = -0.1
global_revolt_risk = 1
colonist_cost = 0.99
missionary_cost = 0.99
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
advisor_cost = -0.25
technology_cost = -0.15
officials = 0.33
}
}

varangian_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
colonists = 0.25
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.05
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - USA
#################################

democrats_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
global_spy_defence = -0.2
land_forcelimit_modifier = -0.4
missionary_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
trade_efficiency = 0.05
tolerance_heretic = 1
merchants = 0.5
advisor_cost = -0.25
naval_forcelimit_modifier = 0.4
}
}

republican_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -1
tolerance_heretic = -1
naval_forcelimit_modifier = -0.4
technology_cost = 0.05
advisor_cost = 0.15
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
global_tax_modifier = -0.05
colonist_cost = 0.99

#Good
cavalry_cost = -0.05
land_forcelimit_modifier = 0.4
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
missionary_placement_chance = 0.05
}
}

#################################
# SOT - Osmanisches Reich
#################################

harem_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
defensiveness = -0.25

#Good
colonists = 0.25
officials = 0.25
stability_cost_modifier = -0.1
}
}

clergy_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -3
tolerance_heretic = -2
naval_forcelimit_modifier = -0.2
land_forcelimit_modifier = -0.2
technology_cost = 0.1
officials = -0.1
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99

#Good
colonists = 0.05
global_revolt_risk = -2
missionaries = 0.4
badboy_limit = 5
}
}

janissary_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
tolerance_heathen = 1
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.15
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}


Händler etc.:
Die 0.99 bedeuten, dass es quasi doppelt so teuer wird.

Truppenlimit:
Man kann natürlich überlegen, ob man statt eines Höchstlimits einfach die Kosten für Unterhalt höher setzt...

Ist natürlich nicht Ende vom Lied, ich bin auf der Arbeit und kann nur in den Dateien rumferkeln, die mir vorliegen. Heute abend werde ich das testen, ob es überhaupt klappt.

Man kann wohl auch Fraktionen verschwinden lassen, z.B. indem man bei einem Krieg gegen die Venezianer eine Decision drücken kann, die Händler aus der Stadt zu treiben. Sobald der Krieg vorbei ist, kriegt man die automatisch wieder (Decision bei den Venzianern z.B.), da man auch bei Drittländern Modifier setzen kann.

[B@W] Abominus
04.09.12, 12:44
Aktueller Stand:


#######################################
#
# can_not_build_missionaries = yes
# can_not_build_buildings = yes
# can_not_build_colonies = yes
# can_not_send_merchants = yes
# capped_by_forcelimit = yes
# can_not_declare_war = yes
#
######################################



temples =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

enuchs =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

bureaucrats =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}

#################################
# SOT - Byzanz
#################################

family_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
tolerance_heretic = -3
naval_forcelimit_modifier = -0.33
discipline = -0.10
global_spy_defence = -0.2

#Good
officials = 0.25
spy_efficiency = 0.1
global_revolt_risk = -2
stability_cost_modifier = -0.1
}
}

venetian_fraction =
{
rule =
{
}

modifier =
{
#Bad
naval_forcelimit_modifier = -0.4
land_forcelimit_modifier = -0.1
global_revolt_risk = 1
colonist_cost = 0.99
missionary_cost = 0.99
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
advisor_cost = -0.25
technology_cost = -0.15
officials = 0.33
}
}

varangian_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
colonists = 0.25
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.05
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - USA
#################################

democrats_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
global_spy_defence = -0.2
land_forcelimit_modifier = -0.4
missionary_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
trade_efficiency = 0.05
tolerance_heretic = 1
merchants = 0.5
advisor_cost = -0.25
naval_forcelimit_modifier = 0.4
}
}

republican_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -1
tolerance_heretic = -1
naval_forcelimit_modifier = -0.4
technology_cost = 0.05
advisor_cost = 0.15
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
global_tax_modifier = -0.05
colonist_cost = 0.99

#Good
cavalry_cost = -0.05
land_forcelimit_modifier = 0.4
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
missionary_placement_chance = 0.05
}
}

#################################
# SOT - Osmanisches Reich
#################################

harem_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
defensiveness = -0.25

#Good
colonists = 0.25
officials = 0.25
stability_cost_modifier = -0.1
}
}

clergy_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -3
tolerance_heretic = -2
naval_forcelimit_modifier = -0.2
land_forcelimit_modifier = -0.2
technology_cost = 0.1
officials = -0.1
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99

#Good
colonists = 0.05
global_revolt_risk = -2
missionaries = 0.4
badboy_limit = 5
}
}

janissary_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
tolerance_heathen = 1
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.15
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - HRRDN
#################################

imperial_trader_fraction =
{
rule =
{
}

modifier =
{
#Bad
stability_cost_modifier = 0.1
missionary_cost = 0.1
land_forcelimit_modifier = -0.33

#Good
trade_efficiency = 0.05
naval_forcelimit_modifier = 0.33
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
tolerance_heretic = 1
merchants = 0.5
colonists = 0.15
}
}

imperial_prince_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
naval_forcelimit_modifier = -0.33
land_forcelimit_modifier = -0.33
technology_cost = 0.1
officials = -0.1
missionary_cost = 0.99
missionary_placement_chance = -0.15
badboy_limit = -5
max_war_exhaustion = 5
war_exhaustion = 0.05

#Good
cavalry_cost = -0.05
tolerance_heretic = 2
colonists = 0.15
global_revolt_risk = -2
missionaries = 0.4
}
}

imperial_court_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heretic = -1

#Good
build_cost = -0.1
officials = 0.25
war_exhaustion = -0.05
badboy_limit = 5
land_forcelimit_modifier = 0.33
}
}

#################################
# SOT - RFR
#################################

jacobin_fraction =
{
rule =
{
}

modifier =
{
#Bad
stability_cost_modifier = 0.1
trade_efficiency = -0.05
technology_cost = 0.05
global_revolt_risk = 3
global_spy_defence = -0.2
advisor_cost = 0.15
defensiveness = -0.05
missionary_cost = 0.99
cavalry_cost = 0.25

#Good
badboy_limit = 5
max_war_exhaustion = -5
war_exhaustion = -0.08
land_forcelimit_modifier = 0.33
}
}

girondist_fraction =
{
rule =
{
}

modifier =
{
#Bad
missionary_cost = 0.99
global_tax_modifier = -0.2

#Good
technology_cost = -0.05
advisor_cost = -0.15
tolerance_heathen = 3
tolerance_heretic = 3
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
badboy = -0.5
}
}

Policies und Beeinflussung:

# Do not change tags in here without changing every other reference to them.
# If adding new policies, make sure they are uniquely named.

# Uses all 'modifiers' possible thats exported as a Modifier.

#########################################################
# Centralisation <----> Decentralisation
#########################################################
centralization_decentralization =
{
max_war_exhaustion = -0.4

global_tax_modifier = -0.04
production_efficiency = -0.03
spy_efficiency = -0.05
global_spy_defence = -0.01
imperial_court_fraction_influence = -0.25 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.25 #SOT
harem_fraction_influence = 0.4 #SOT
jacobin_fraction_influence = -0.25 #SOT
gerondist_fraction_influence = 0.25 #SOT

left_specific = {
inflation_reduction = 0.02 #0.01
officials = 0.2
imperial_court_fraction_influence = 0.25 #SOT
imperial_prince_fraction_influence = -0.05 #SOT
jacobin_fraction_influence = 0.25 #SOT
gerondist_fraction_influence = -0.05 #SOT
}
right_specific = {
global_revolt_risk = -1 #SOT
imperial_court_fraction_influence = -0.05 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
jacobin_fraction_influence = -0.05 #SOT
gerondist_fraction_influence = 0.25 #SOT
}
# right_locked = yes

on_left = {
10 = 806 # Country Destabilized (-)
10 = 807 # Large Revolt (-)
10 = 808 # Local Pretender (-)
}
on_right = {
10 = 809 # Province Tax Increase (+)
10 = 810 # More Local Recruiting (+)
10 = 811 # Stability Increase (+)
}

}

#########################################################
# Aristocracy <----> Plutocracy
#########################################################
aristocracy_plutocracy = {
cavalry_cost = 0.05
imperial_prince_fraction_influence = -0.25 #SOT
imperial_trader_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.25 #SOT
venetian_fraction_influence = 0.25 #SOT
democrats_fraction_influence = 0.4 #SOT
harem_fraction_influence = -0.4 #SOT

left_specific = {
diplomats = 0.6
leader_shock = 0.2
global_regiment_cost = -0.01
global_tax_modifier = 0.02 #SOT
land_forcelimit_modifier = 0.05 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
imperial_trader_fraction_influence = -0.05 #SOT
family_fraction_influence = 0.25 #SOT
venetian_fraction_influence = -0.05 #SOT
}
right_specific = {
spies = 0.4
merchants = 0.3 #0.2
trade_efficiency = 0.02 #0.1
merchant_placement_chance = 0.04
naval_forcelimit_modifier = 0.05 #SOT
imperial_prince_fraction_influence = -0.05 #SOT
imperial_trader_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.05 #SOT
venetian_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 803 #Loss of Stability (-)
10 = 804 #burghers in revolt (-)
10 = 805 #nobility strengthened (+)
}
on_right = {
10 = 800 #noble uprising (-)
10 = 801 #loss of prestige (-)
10 = 802 #merchants benefit (+)
}

bureaucrats_influence = -0.25 # Changed from -0.5
}

#########################################################
# Serfdom <----> Free Subjects
#########################################################
serfdom_freesubjects = {

infantry_cost = 0.06
production_efficiency = 0.01 #SOT
land_morale = 0.04
global_spy_defence = 0.025

technology_cost = -0.04 #Technologiekosten zusammengefasst

stability_cost_modifier = 0.05

galley_cost = 0.025

republican_fraction_influence = -0.25 #SOT
democrats_fraction_influence = 0.25 #SOT

left_specific = {
global_manpower_modifier = 0.05 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.05 #SOT
}
right_specific = {
stability_cost_modifier = 0.1 #SOT
republican_fraction_influence = -0.05 #SOT
democrats_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 812 # Peasant Uprising (-)
10 = 813 # Competent Bailiff (+) .. Alderman or Sheriff
10 = 814 # Huge peasent uprsing in multiple provinces (-)
}
on_right = {
10 = 815 # reduce manpower in a province (-)
10 = 816 # stability drop (-)
10 = 817 # inflation reduction (free subjects leads to less abuses in the system) (+)
}

bureaucrats_influence = -0.25 # Changed from -0.5
}

#########################################################
# Innovative <----> Narrowminded
#########################################################
innovative_narrowminded = {
stability_cost_modifier = -0.05
tolerance_heretic = -0.4 #SOT
tolerance_heathen = -0.4 #SOT
missionary_cost = -0.03 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.25 #SOT
clergy_fraction_influence = 0.4 #SOT

max_war_exhaustion = -0.4

technology_cost = 0.03
missionaries = 0.2
papal_influence = 0.03

left_specific = {
missionaries = -0.05 #SOT
global_revolt_risk = -1 #SOT
build_cost = -0.02 #SOT
direct_tax_percentage = 0.1 #SOT
republican_fraction_influence = -0.05 #SOT
democrats_fraction_influence = 0.25 #SOT
}

right_specific = {
tolerance_own = 0.3 #SOT
global_colonial_growth = 0.05
global_spy_defence = 0.02
max_war_exhaustion = -0.1 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.05 #SOT
}
on_left = {
10 = 818 # reduce stability (-)
10 = 819 # lose prestige (looking a bit soft compared to neighbours) (-)
10 = 820 # random boost tech-boost advisor (+)
}
on_right = {
10 = 821 # relgious conversion (supression always encourages them) (-)
10 = 822 # lose stability (-)
10 = 823 # get a theologian (+)
}

temples_influence = 0.25 # Changed from 0.5
}

#########################################################
# Mercantilism <----> Free Trade
#########################################################
mercantilism_freetrade = {
global_spy_defence = -0.04
merchant_cost = -0.05
merchants = 0.4 #SOT
imperial_trader_fraction_influence = -0.4 #SOT
venetian_fraction_influence = -0.4 #SOT
democrats_fraction_influence = 0.4 #SOT

left_specific = {
spies = 0.2
merchant_compete_chance = -0.05
modifier_province_owner_trade_chance = 0.25
trade_range_modifier = -0.04
}

right_specific = {
merchant_compete_chance = 0.05
modifier_province_owner_trade_chance = -0.06
trade_range_modifier = 0.04
trade_efficiency = 0.02 #0.01
merchants = 0.4
}

on_left = {
10 = 824 #lose merchant in non owned COT (-)
10 = 825 # Loss of value in city of local CoT (-)
10 = 826 #get a collector (+)
}
on_right = {
10 = 827 #lose merchant in owned COT (-)
10 = 828 #lose merchants (-)
10 = 829 #get a trader (+)
}

enuchs_influence = 0.25 # Changed from 0.5

}

#########################################################
# Offensive <----> Defensive
#########################################################
offensive_defensive = {
artillery_cost = -0.05
land_morale = -0.10 #-0.02

defensiveness = 0.05
varangian_fraction_influence = -0.4 #SOT
janissary_fraction_influence = -0.4 #SOT
jacobin_fraction_influence = -0.25 #SOT
gerondist_fraction_influence = 0.25 #SOT

left_specific = {
leader_shock = 0.25
land_morale = 0.10 #SOT
land_attrition = -0.03 #SOT
jacobin_fraction_influence = 0.25 #SOT
gerondist_fraction_influence = -0.05 #SOT
}
right_specific = {
leader_siege = 0.25
leader_fire = 0.1 #SOT
defensiveness = 0.1 #SOT
garrison_growth = 0.2 #SOT
jacobin_fraction_influence = -0.05 #SOT
gerondist_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 830 # Loss of Stability (-)
10 = 831 # manpower reduction (people less keen to be cannon fodder) (-)
10 = 832 # gain prestige (giving the enemy a tast of cold steel like real men should) (+)
}
on_right = {
10 = 833 # lose army tradition (proper gentlemen know that you must give the enemy a taste of cold steel, rather than these unmanly tactics) (-)
10 = 834 # pesant revolt (locals get annoyed that you are taking thier land to build castles) (-)
10 = 835 # gain a fortification expert (+)
}
}

#########################################################
# Land <----> Naval
#########################################################
land_naval = {
infantry_cost = 0.05
cavalry_cost = 0.05
bigship_cost = -0.05
galley_cost = -0.025
lightship_cost = -0.05
global_tariffs = 0.05
global_manpower_modifier = -0.05
colonist_cost = -0.1 #-0.05
naval_morale = 0.1 #SOT
janissary_fraction_influence = -0.4 #SOT

left_specific = {
land_morale = 0.1 #0.02
land_forcelimit_modifier = 0.1 #0.05
global_tariffs = -0.05 #SOT
}
right_specific = {
naval_morale = 0.1 #SOT
naval_forcelimit_modifier = 0.1 #0.05
leader_naval_manuever = 0.05 #SOT
naval_forcelimit = 5 #SOT
infantry_cost = -0.02 #SOT
}
on_left = {
10 = 836 # reduction in naval technology investment (-)
10 = 837 # reduction in naval tradition (-)
10 = 838 # gain grand_captain (+)
}
on_right = {
10 = 839 # reduction in army technology investment (-)
10 = 840 # reduction in land tradition (-)
10 = 841 # gain grand_admiral (+)
}

enuchs_influence = 0.25 # Changed from 0.5
}

#########################################################
# Quality <----> Quantity
#########################################################
quality_quantity = {
infantry_cost = -0.025
discipline = -0.05 #-0.02
global_manpower_modifier = 0.025
varangian_fraction_influence = -0.4 #SOT
janissary_fraction_influence = -0.4 #SOT
jacobin_fraction_influence = 0.4 #SOT

left_specific = {
leader_fire = 0.25
}
right_specific = {
reinforce_speed = 0.25 #0.05
land_forcelimit_modifier = 0.05 #SOT
}
on_left = {
10 = 842 # manpower reduction (-)
10 = 843 # lose stability (-)
10 = 844 # gain commandant (+)
}
on_right = {
10 = 845 # presitge reduction (-)
10 = 846 # land tradition reduction (too many indians, not enough cheifs) (-)
10 = 847 # gain army organiser (+)
}

temples_influence = 0.25 # Changed from 0.5
}

Zu lesen ist es so: Der Einfluss zum Imperial Court (Kaiserlicher Hof) hin wird erreicht durch Zentralisation, die Reichsfürsten bekommt man natürlich, wenn man Dezentral ist. Jeweils links und rechts verstärkt sich der Effekt und erhöht sich (s.u.) für die Reichsfürsten ganz rechts (dezentral) auf 3,5 und der Kaiserhof auf -0,9. Warum habe ich nicht einfach auf den Negativeffekt verzichtet? Es gibt noch die dritte Fraktion, die hier gar nicht beeinflusst wird.

Ich habe mir übrigens überlegt, dass ich alle Effekte in den Triggered-Modifier knalle, so sieht man zumindest, was man bekommt. Allerdings werde ich vorher noch schauen, ob ich es nicht doch hinbekomme, dass es in dem GUI angezeigt wird.

Ach ja, und diverse Triggered-Modifier beeinflussen natürlich auch die verschriedennen Fraktionen, hauptsächlich durch extreme Positionen (-4/-5 bzw. 4/5 gibt +1 für die entsprechende Beeinflussungsgruppe) der Policies.

[B@W] Abominus
04.09.12, 15:34
Factions:

#######################################
#
# can_not_build_missionaries = yes
# can_not_build_buildings = yes
# can_not_build_colonies = yes
# can_not_send_merchants = yes
# capped_by_forcelimit = yes
# can_not_declare_war = yes
#
######################################



temples =
{
rule =
{
can_not_build_buildings = yes
can_not_build_colonies = yes
can_not_send_merchants = yes

capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
land_forcelimit_modifier = -0.6
}
}

enuchs =
{
rule =
{
can_not_build_buildings = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
land_forcelimit_modifier = -0.6
}
}

bureaucrats =
{
rule =
{
can_not_build_colonies = yes
can_not_send_merchants = yes
can_not_build_missionaries = yes

can_not_declare_war = yes
capped_by_forcelimit = yes
}

modifier =
{
naval_forcelimit_modifier = -0.6
officials = 0.25
}
}

#################################
# SOT - Byzanz
#################################

family_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
tolerance_heretic = -3
naval_forcelimit_modifier = -0.33
discipline = -0.10
global_spy_defence = -0.2

#Good
officials = 0.25
spy_efficiency = 0.1
global_revolt_risk = -2
stability_cost_modifier = -0.1
diplomatic_skill = 1
}
}

venetian_fraction =
{
rule =
{
}

modifier =
{
#Bad
naval_forcelimit_modifier = -0.4
land_forcelimit_modifier = -0.1
global_revolt_risk = 1
colonist_cost = 0.99
missionary_cost = 0.99
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
advisor_cost = -0.25
technology_cost = -0.15
officials = 0.33
}
}

varangian_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
colonists = 0.25
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.05
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - USA
#################################

democrats_fraction =
{
rule =
{
}

modifier =
{
#Bad
badboy_limit = -5
global_spy_defence = -0.2
land_forcelimit_modifier = -0.4
missionary_cost = 0.99
max_war_exhaustion = 3
war_exhaustion = 0.03

#Good
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
trade_efficiency = 0.05
tolerance_heretic = 1
merchants = 0.5
advisor_cost = -0.25
naval_forcelimit_modifier = 0.4
diplomatic_skill = 1
}
}

republican_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -1
tolerance_heretic = -1
naval_forcelimit_modifier = -0.4
technology_cost = 0.05
advisor_cost = 0.15
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99
global_tax_modifier = -0.05
colonist_cost = 0.99

#Good
cavalry_cost = -0.05
land_forcelimit_modifier = 0.4
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
missionary_placement_chance = 0.05
}
}

#################################
# SOT - Osmanisches Reich
#################################

harem_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
defensiveness = -0.25

#Good
colonists = 0.25
officials = 0.25
stability_cost_modifier = -0.1
diplomatic_skill = 1
}
}

clergy_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heathen = -3
tolerance_heretic = -2
naval_forcelimit_modifier = -0.2
land_forcelimit_modifier = -0.2
technology_cost = 0.1
officials = -0.1
merchant_placement_chance = -0.15
merchant_compete_chance = -0.15
merchant_cost = 0.99

#Good
colonists = 0.05
global_revolt_risk = -2
missionaries = 0.4
badboy_limit = 5
}
}

janissary_fraction =
{
rule =
{
}

modifier =
{
#Bad
technology_cost = 0.15
officials = -0.25
global_revolt_risk = 3
missionary_cost = 0.99
build_cost = 0.5

#Good
tolerance_heathen = 1
max_war_exhaustion = -3
war_exhaustion = -0.05
discipline = 0.15
badboy_limit = 5
naval_forcelimit_modifier = 0.2
land_forcelimit_modifier = 0.2
}
}

#################################
# SOT - HRRDN
#################################

imperial_trader_fraction =
{
rule =
{
}

modifier =
{
#Bad
stability_cost_modifier = 0.1
missionary_cost = 0.1
land_forcelimit_modifier = -0.33

#Good
trade_efficiency = 0.05
naval_forcelimit_modifier = 0.33
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
tolerance_heretic = 1
merchants = 0.5
colonists = 0.15
}
}

imperial_prince_fraction =
{
rule =
{
}

modifier =
{
#Bad
global_spy_defence = -0.4
spy_efficiency = -0.1
naval_forcelimit_modifier = -0.33
land_forcelimit_modifier = -0.33
technology_cost = 0.1
officials = -0.1
missionary_cost = 0.99
missionary_placement_chance = -0.15
badboy_limit = -5
max_war_exhaustion = 5
war_exhaustion = 0.05

#Good
cavalry_cost = -0.05
tolerance_heretic = 2
colonists = 0.15
global_revolt_risk = -2
missionaries = 0.4
}
}

imperial_court_fraction =
{
rule =
{
}

modifier =
{
#Bad
tolerance_heretic = -1

#Good
build_cost = -0.1
officials = 0.25
war_exhaustion = -0.05
badboy_limit = 5
land_forcelimit_modifier = 0.33
diplomatic_skill = 1
}
}

#################################
# SOT - RFR
#################################

jacobin_fraction =
{
rule =
{
}

modifier =
{
#Bad
stability_cost_modifier = 0.1
trade_efficiency = -0.05
technology_cost = 0.05
global_revolt_risk = 3
global_spy_defence = -0.2
advisor_cost = 0.15
defensiveness = -0.05
missionary_cost = 0.99
cavalry_cost = 0.25

#Good
badboy_limit = 5
max_war_exhaustion = -5
war_exhaustion = -0.08
land_forcelimit_modifier = 0.33
}
}

girondist_fraction =
{
rule =
{
}

modifier =
{
#Bad
missionary_cost = 0.99
global_tax_modifier = -0.2

#Good
technology_cost = -0.05
advisor_cost = -0.15
tolerance_heathen = 3
tolerance_heretic = 3
spy_efficiency = 0.1
officials = 0.33
discipline = 0.05
merchant_placement_chance = 0.05
merchant_compete_chance = 0.05
badboy = -0.5
diplomatic_skill = 1
}
}

#################################
# SOT - GBR
#################################

bourgeoisie_fraction =
{
rule =
{
}

modifier =
{
#Bad
land_forcelimit_modifier = -0.33
badboy_limit = -5
missionary_cost = 0.25
cavalry_cost = 0.05
regiment_recruit_speed = 0.1
production_efficiency = 0.05
global_tax_modifier = -0.05
stability_investment = -15

#Good
officials = 0.05
tolerance_heretic = 1
advisor_cost = -0.25
discipline = 0.10
defensiveness = 0.10
}
}

nobility_fraction =
{
rule =
{
}

modifier =
{
#Bad
colonists = -0.25
tolerance_heretic = -2
advisor_cost = 0.15

#Good
cavalry_cost = -0.1
leader_shock = 0.1
officials = 0.05
badboy_limit = 5
missionary_cost = -0.5
missionaries = 0.25
diplomatic_skill = 1
}
}

royal_navy_fraction =
{
rule =
{
}

modifier =
{
#Bad
cavalry_cost = 0.05
officials = -0.25

#Good
naval_forcelimit_modifier = 0.33
colonists = 0.05
global_tariffs = 0.05
navy_tradition = 0.005
naval_morale = 0.1
}
}

Policies:

# Do not change tags in here without changing every other reference to them.
# If adding new policies, make sure they are uniquely named.

# Uses all 'modifiers' possible thats exported as a Modifier.

#########################################################
# Centralisation <----> Decentralisation
#########################################################
centralization_decentralization =
{
max_war_exhaustion = -0.4

global_tax_modifier = -0.04
production_efficiency = -0.03
spy_efficiency = -0.05
global_spy_defence = -0.01
imperial_court_fraction_influence = -0.25 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.25 #SOT
harem_fraction_influence = 0.4 #SOT
jacobin_fraction_influence = -0.25 #SOT
gerondist_fraction_influence = 0.25 #SOT

left_specific = {
inflation_reduction = 0.02 #0.01
officials = 0.2
imperial_court_fraction_influence = 0.25 #SOT
imperial_prince_fraction_influence = -0.05 #SOT
jacobin_fraction_influence = 0.25 #SOT
gerondist_fraction_influence = -0.05 #SOT
}
right_specific = {
global_revolt_risk = -1 #SOT
imperial_court_fraction_influence = -0.05 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
jacobin_fraction_influence = -0.05 #SOT
gerondist_fraction_influence = 0.25 #SOT
}
# right_locked = yes

on_left = {
10 = 806 # Country Destabilized (-)
10 = 807 # Large Revolt (-)
10 = 808 # Local Pretender (-)
}
on_right = {
10 = 809 # Province Tax Increase (+)
10 = 810 # More Local Recruiting (+)
10 = 811 # Stability Increase (+)
}

}

#########################################################
# Aristocracy <----> Plutocracy
#########################################################
aristocracy_plutocracy = {
cavalry_cost = 0.05
imperial_prince_fraction_influence = -0.25 #SOT
imperial_trader_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.25 #SOT
venetian_fraction_influence = 0.25 #SOT
democrats_fraction_influence = 0.4 #SOT
harem_fraction_influence = -0.4 #SOT
nobility_fraction_influence = -0.25 #SOT
bourgeoisie_fraction_influence = 0.25 #SOT

left_specific = {
diplomats = 0.6
leader_shock = 0.2
global_regiment_cost = -0.01
global_tax_modifier = 0.02 #SOT
land_forcelimit_modifier = 0.05 #SOT
imperial_prince_fraction_influence = 0.25 #SOT
imperial_trader_fraction_influence = -0.05 #SOT
family_fraction_influence = 0.25 #SOT
venetian_fraction_influence = -0.05 #SOT
nobility_fraction_influence = 0.25 #SOT
bourgeoisie_fraction_influence = -0.05 #SOT
}
right_specific = {
spies = 0.4
merchants = 0.3 #0.2
trade_efficiency = 0.02 #0.1
merchant_placement_chance = 0.04
naval_forcelimit_modifier = 0.05 #SOT
imperial_prince_fraction_influence = -0.05 #SOT
imperial_trader_fraction_influence = 0.25 #SOT
family_fraction_influence = -0.05 #SOT
venetian_fraction_influence = 0.25 #SOT
nobility_fraction_influence = -0.05 #SOT
bourgeoisie_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 803 #Loss of Stability (-)
10 = 804 #burghers in revolt (-)
10 = 805 #nobility strengthened (+)
}
on_right = {
10 = 800 #noble uprising (-)
10 = 801 #loss of prestige (-)
10 = 802 #merchants benefit (+)
}

bureaucrats_influence = -0.25 # Changed from -0.5
}

#########################################################
# Serfdom <----> Free Subjects
#########################################################
serfdom_freesubjects = {

infantry_cost = 0.06
production_efficiency = 0.01 #SOT
land_morale = 0.04
global_spy_defence = 0.025

technology_cost = -0.04 #Technologiekosten zusammengefasst

stability_cost_modifier = 0.05

galley_cost = 0.025

republican_fraction_influence = -0.25 #SOT
democrats_fraction_influence = 0.25 #SOT
nobility_fraction_influence = -0.25 #SOT
bourgeoisie_fraction_influence = 0.25 #SOT

left_specific = {
global_manpower_modifier = 0.05 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.05 #SOT
nobility_fraction_influence = 0.25 #SOT
bourgeoisie_fraction_influence = -0.05 #SOT
}
right_specific = {
stability_cost_modifier = 0.1 #SOT
republican_fraction_influence = -0.05 #SOT
democrats_fraction_influence = 0.25 #SOT
nobility_fraction_influence = -0.05 #SOT
bourgeoisie_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 812 # Peasant Uprising (-)
10 = 813 # Competent Bailiff (+) .. Alderman or Sheriff
10 = 814 # Huge peasent uprsing in multiple provinces (-)
}
on_right = {
10 = 815 # reduce manpower in a province (-)
10 = 816 # stability drop (-)
10 = 817 # inflation reduction (free subjects leads to less abuses in the system) (+)
}

bureaucrats_influence = -0.25 # Changed from -0.5
}

#########################################################
# Innovative <----> Narrowminded
#########################################################
innovative_narrowminded = {
stability_cost_modifier = -0.05
tolerance_heretic = -0.4 #SOT
tolerance_heathen = -0.4 #SOT
missionary_cost = -0.03 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.25 #SOT
clergy_fraction_influence = 0.4 #SOT
nobility_fraction_influence = 0.25 #SOT
bourgeoisie_fraction_influence = -0.25 #SOT

max_war_exhaustion = -0.4

technology_cost = 0.03
missionaries = 0.2
papal_influence = 0.03

left_specific = {
missionaries = -0.05 #SOT
global_revolt_risk = -1 #SOT
build_cost = -0.02 #SOT
direct_tax_percentage = 0.1 #SOT
republican_fraction_influence = -0.05 #SOT
democrats_fraction_influence = 0.25 #SOT
nobility_fraction_influence = -0.05 #SOT
bourgeoisie_fraction_influence = 0.25 #SOT
}

right_specific = {
tolerance_own = 0.3 #SOT
global_colonial_growth = 0.05
global_spy_defence = 0.02
max_war_exhaustion = -0.1 #SOT
republican_fraction_influence = 0.25 #SOT
democrats_fraction_influence = -0.05 #SOT
nobility_fraction_influence = 0.25 #SOT
bourgeoisie_fraction_influence = -0.05 #SOT
}
on_left = {
10 = 818 # reduce stability (-)
10 = 819 # lose prestige (looking a bit soft compared to neighbours) (-)
10 = 820 # random boost tech-boost advisor (+)
}
on_right = {
10 = 821 # relgious conversion (supression always encourages them) (-)
10 = 822 # lose stability (-)
10 = 823 # get a theologian (+)
}

temples_influence = 0.25 # Changed from 0.5
}

#########################################################
# Mercantilism <----> Free Trade
#########################################################
mercantilism_freetrade = {
global_spy_defence = -0.04
merchant_cost = -0.05
merchants = 0.4 #SOT
imperial_trader_fraction_influence = -0.4 #SOT
venetian_fraction_influence = -0.4 #SOT
democrats_fraction_influence = 0.4 #SOT

left_specific = {
spies = 0.2
merchant_compete_chance = -0.05
modifier_province_owner_trade_chance = 0.25
trade_range_modifier = -0.04
}

right_specific = {
merchant_compete_chance = 0.05
modifier_province_owner_trade_chance = -0.06
trade_range_modifier = 0.04
trade_efficiency = 0.02 #0.01
merchants = 0.4
}

on_left = {
10 = 824 #lose merchant in non owned COT (-)
10 = 825 # Loss of value in city of local CoT (-)
10 = 826 #get a collector (+)
}
on_right = {
10 = 827 #lose merchant in owned COT (-)
10 = 828 #lose merchants (-)
10 = 829 #get a trader (+)
}

enuchs_influence = 0.25 # Changed from 0.5

}

#########################################################
# Offensive <----> Defensive
#########################################################
offensive_defensive = {
artillery_cost = -0.05
land_morale = -0.10 #-0.02

defensiveness = 0.05
varangian_fraction_influence = -0.4 #SOT
janissary_fraction_influence = -0.4 #SOT
jacobin_fraction_influence = -0.25 #SOT
gerondist_fraction_influence = 0.25 #SOT

left_specific = {
leader_shock = 0.25
land_morale = 0.10 #SOT
land_attrition = -0.03 #SOT
jacobin_fraction_influence = 0.25 #SOT
gerondist_fraction_influence = -0.05 #SOT
}
right_specific = {
leader_siege = 0.25
leader_fire = 0.1 #SOT
defensiveness = 0.1 #SOT
garrison_growth = 0.2 #SOT
jacobin_fraction_influence = -0.05 #SOT
gerondist_fraction_influence = 0.25 #SOT
}
on_left = {
10 = 830 # Loss of Stability (-)
10 = 831 # manpower reduction (people less keen to be cannon fodder) (-)
10 = 832 # gain prestige (giving the enemy a tast of cold steel like real men should) (+)
}
on_right = {
10 = 833 # lose army tradition (proper gentlemen know that you must give the enemy a taste of cold steel, rather than these unmanly tactics) (-)
10 = 834 # pesant revolt (locals get annoyed that you are taking thier land to build castles) (-)
10 = 835 # gain a fortification expert (+)
}
}

#########################################################
# Land <----> Naval
#########################################################
land_naval = {
infantry_cost = 0.05
cavalry_cost = 0.05
bigship_cost = -0.05
galley_cost = -0.025
lightship_cost = -0.05
global_tariffs = 0.05
global_manpower_modifier = -0.05
colonist_cost = -0.1 #-0.05
naval_morale = 0.1 #SOT
janissary_fraction_influence = -0.4 #SOT
royal_navy_fraction_influence = 0.4 #SOT

left_specific = {
land_morale = 0.1 #0.02
land_forcelimit_modifier = 0.1 #0.05
global_tariffs = -0.05 #SOT
}
right_specific = {
naval_morale = 0.1 #SOT
naval_forcelimit_modifier = 0.1 #0.05
leader_naval_manuever = 0.05 #SOT
naval_forcelimit = 5 #SOT
infantry_cost = -0.02 #SOT
}
on_left = {
10 = 836 # reduction in naval technology investment (-)
10 = 837 # reduction in naval tradition (-)
10 = 838 # gain grand_captain (+)
}
on_right = {
10 = 839 # reduction in army technology investment (-)
10 = 840 # reduction in land tradition (-)
10 = 841 # gain grand_admiral (+)
}

enuchs_influence = 0.25 # Changed from 0.5
}

#########################################################
# Quality <----> Quantity
#########################################################
quality_quantity = {
infantry_cost = -0.025
discipline = -0.05 #-0.02
global_manpower_modifier = 0.025
varangian_fraction_influence = -0.4 #SOT
janissary_fraction_influence = -0.4 #SOT
jacobin_fraction_influence = 0.4 #SOT
bourgeoisie_fraction_influence = 0.4 #SOT

left_specific = {
leader_fire = 0.25
}
right_specific = {
reinforce_speed = 0.25 #0.05
land_forcelimit_modifier = 0.05 #SOT
}
on_left = {
10 = 842 # manpower reduction (-)
10 = 843 # lose stability (-)
10 = 844 # gain commandant (+)
}
on_right = {
10 = 845 # presitge reduction (-)
10 = 846 # land tradition reduction (too many indians, not enough cheifs) (-)
10 = 847 # gain army organiser (+)
}

temples_influence = 0.25 # Changed from 0.5
}


Triggered-modifier (Auszug):

######################################
# Zentralisiert
######################################
centralization_mod = {
potential = {
NOT = { centralization_decentralization = 0 }
}

trigger = {
NOT = { centralization_decentralization = -3 }
}
direct_tax_percentage = 0.05
imperial_court_fraction_influence = 1 #SOT
family_fraction_influence = 1 #SOT
jacobin_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Dezentralisiert
######################################
decentralization_mod = {
potential = {
centralization_decentralization = 0
}

trigger = {
centralization_decentralization = 4
}
global_revolt_risk = -5
imperial_prince_fraction_influence = 1 #SOT
harem_fraction_influence = 1 #SOT
girondist_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Aristokratie
######################################
aristocracy_mod = {
potential = {
NOT = { aristocracy_plutocracy = 0 }
}

trigger = {
NOT = { aristocracy_plutocracy = -3 }
}
global_regiment_recruit_speed = -0.05
imperial_prince_fraction_influence = 1 #SOT
family_fraction_influence = 1 #SOT
harem_fraction_influence = 1 #SOT
nobility_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Plutokratie
######################################
plutocracy_mod = {
potential = {
aristocracy_plutocracy = 0
}

trigger = {
aristocracy_plutocracy = 4
}
trade_efficiency = 0.05
imperial_trader_fraction_influence = 1 #SOT
democrats_fraction_influence = 1 #SOT
venetian_fraction_influence = 1 #SOT
bourgeoisie_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Leibeigenschaft
######################################
serfdom_mod = {
potential = {
NOT = { serfdom_freesubjects = 0 }
}

trigger = {
NOT = { serfdom_freesubjects = -3 }
}
global_revolt_risk = -5
republican_fraction_influence = 1 #SOT
nobility_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Freie Untertanen
######################################
freesubjects_mod = {
potential = {
serfdom_freesubjects = 0
}

trigger = {
serfdom_freesubjects = 4
}
land_morale = 0.3
democrats_fraction_influence = 1 #SOT
bourgeoisie_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Innovativ
######################################
innovative_mod = {
potential = {
NOT = { innovative_narrowminded = 0 }
}

trigger = {
NOT = { innovative_narrowminded = -3 }
}
officials = 0.5
democrats_fraction_influence = 1 #SOT
bourgeoisie_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Engstirnig
######################################
narrowminded_mod = {
potential = {
innovative_narrowminded = 0
}

trigger = {
innovative_narrowminded = 4
}
missionaries = 1
republican_fraction_influence = 1 #SOT
clergy_fraction_influence = 1 #SOT
nobility_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Merkantilismus
######################################
mercantilism_mod = {
potential = {
NOT = { mercantilism_freetrade = 0 }
}

trigger = {
NOT = { mercantilism_freetrade = -3 }
}
merchant_own_cot_compete_chance = 0.1
imperial_trader_fraction_influence = 1 #SOT
venetian_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Freier Handel
######################################
freetrade_mod = {
potential = {
mercantilism_freetrade = 0
}

trigger = {
mercantilism_freetrade = 4
}
merchants = 1
democrats_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Offensiv
######################################
offensive_mod = {
potential = {
NOT = { offensive_defensive = 0 }
}

trigger = {
NOT = { offensive_defensive = -3 }
}
land_morale = 0.5
varangian_fraction_influence = 1 #SOT
janissary_fraction_influence = 1 #SOT
jacobin_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Defensiv
######################################
defensive_mod = {
potential = {
offensive_defensive = 0
}

trigger = {
offensive_defensive = 4
}
defensiveness = 0.25
girondist_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Landmacht
######################################
land_mod = {
potential = {
NOT = { land_naval = 0 }
}

trigger = {
NOT = { land_naval = -3 }
}
land_morale = 0.5
janissary_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Seemacht
######################################
naval_mod = {
potential = {
land_naval = 0
}

trigger = {
land_naval = 4
}
leader_naval_manuever = 0.75
royal_navy_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Spezialkräfte
######################################
quality_mod = {
potential = {
NOT = { quality_quantity = 0 }
}

trigger = {
NOT = { quality_quantity = -3 }
}
discipline = 0.05
varangian_fraction_influence = 1 #SOT
janissary_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Massenheer
######################################
quantity_mod = {
potential = {
quality_quantity = 0
}

trigger = {
quality_quantity = 4
}
reinforce_speed = 0.25
jacobin_fraction_influence = 1 #SOT
bourgeoisie_fraction_influence = 1 #SOT
icon = 11
}

######################################
# Fraction - BYZ - family_fraction
######################################
family_fraction_mod = {
potential = {
OR = {
faction_in_power = family_fraction
faction_in_power = venetian_fraction
faction_in_power = varangian_fraction
}
}

trigger = {
faction_in_power = family_fraction
}
venetian_fraction_influence = 2
varangian_fraction_influence = 2
icon = 7
}

######################################
# Fraction - BYZ - venetian_fraction
######################################
venetian_fraction_mod = {
potential = {
OR = {
faction_in_power = family_fraction
faction_in_power = venetian_fraction
faction_in_power = varangian_fraction
}
}

trigger = {
faction_in_power = venetian_fraction
}
family_fraction_influence = 2
varangian_fraction_influence = 2
icon = 7
}

######################################
# Fraction - BYZ - varangian_fraction
######################################
varangian_fraction_mod = {
potential = {
OR = {
faction_in_power = family_fraction
faction_in_power = venetian_fraction
faction_in_power = varangian_fraction
}
}

trigger = {
faction_in_power = varangian_fraction
}
family_fraction_influence = 2
venetian_fraction_influence = 2
icon = 7
}

######################################
# Fraction - USA - democrats_fraction
######################################
democrats_fraction_mod = {
potential = {
OR = {
faction_in_power = democrats_fraction
faction_in_power = republican_fraction
}
}

trigger = {
faction_in_power = democrats_fraction
}
republican_fraction_influence = 2
icon = 7
}

######################################
# Fraction - USA - republican_fraction
######################################
republican_fraction_mod = {
potential = {
OR = {
faction_in_power = democrats_fraction
faction_in_power = republican_fraction
}
}

trigger = {
faction_in_power = republican_fraction
}
democrats_fraction_influence = 2
icon = 7
}

######################################
# Fraction - TUR - harem_fraction
######################################
harem_fraction_mod = {
potential = {
OR = {
faction_in_power = harem_fraction
faction_in_power = clergy_fraction
faction_in_power = janissary_fraction
}
}

trigger = {
faction_in_power = harem_fraction
}
clergy_fraction_influence = 2
janissary_fraction_influence = 2
icon = 7
}

######################################
# Fraction - TUR - clergy_fraction
######################################
clergy_fraction_mod = {
potential = {
OR = {
faction_in_power = harem_fraction
faction_in_power = clergy_fraction
faction_in_power = janissary_fraction
}
}

trigger = {
faction_in_power = clergy_fraction
}
harem_fraction_influence = 2
janissary_fraction_influence = 2
icon = 7
}

######################################
# Fraction - TUR - janissary_fraction
######################################
janissary_fraction_mod = {
potential = {
OR = {
faction_in_power = harem_fraction
faction_in_power = clergy_fraction
faction_in_power = janissary_fraction
}
}

trigger = {
faction_in_power = janissary_fraction
}
harem_fraction_influence = 2
clergy_fraction_influence = 2
icon = 7
}

######################################
# Fraction - HRE - imperial_trader_fraction
######################################
imperial_trader_fraction_mod = {
potential = {
OR = {
faction_in_power = imperial_trader_fraction
faction_in_power = imperial_prince_fraction
faction_in_power = imperial_court_fraction
}
}

trigger = {
faction_in_power = imperial_trader_fraction
}
imperial_prince_fraction_influence = 2
imperial_court_fraction_influence = 2
icon = 7
}

######################################
# Fraction - HRE - imperial_prince_fraction
######################################
imperial_prince_fraction_mod = {
potential = {
OR = {
faction_in_power = imperial_trader_fraction
faction_in_power = imperial_prince_fraction
faction_in_power = imperial_court_fraction
}
}

trigger = {
faction_in_power = imperial_prince_fraction
}
imperial_trader_fraction_influence = 2
imperial_court_fraction_influence = 2
icon = 7
}

######################################
# Fraction - HRE - imperial_court_fraction
######################################
imperial_court_fraction_mod = {
potential = {
OR = {
faction_in_power = imperial_trader_fraction
faction_in_power = imperial_prince_fraction
faction_in_power = imperial_court_fraction
}
}

trigger = {
faction_in_power = imperial_court_fraction
}
imperial_trader_fraction_influence = 2
imperial_prince_fraction_influence = 2
icon = 7
}

######################################
# Fraction - RFR - jacobin_fraction
######################################
jacobin_fraction_mod = {
potential = {
OR = {
faction_in_power = jacobin_fraction
faction_in_power = girondist_fraction
}
}

trigger = {
faction_in_power = jacobin_fraction
}
girondist_fraction_influence = 2
icon = 7
}

######################################
# Fraction - RFR - girondist_fraction
######################################
girondist_fraction_mod = {
potential = {
OR = {
faction_in_power = jacobin_fraction
faction_in_power = girondist_fraction
}
}

trigger = {
faction_in_power = girondist_fraction
}
jacobin_fraction_influence = 2
icon = 7
}

######################################
# Fraction - GBR - bourgeoisie_fraction
######################################
bourgeoisie_fraction_mod = {
potential = {
OR = {
faction_in_power = bourgeoisie_fraction
faction_in_power = nobility_fraction
faction_in_power = royal_navy_fraction
}
}

trigger = {
faction_in_power = bourgeoisie_fraction
}
nobility_fraction_influence = 2
royal_navy_fraction_influence = 2
icon = 7
}

######################################
# Fraction - GBR - nobility_fraction
######################################
nobility_fraction_mod = {
potential = {
OR = {
faction_in_power = bourgeoisie_fraction
faction_in_power = nobility_fraction
faction_in_power = royal_navy_fraction
}
}

trigger = {
faction_in_power = nobility_fraction
}
bourgeoisie_fraction_influence = 2
royal_navy_fraction_influence = 2
icon = 7
}

######################################
# Fraction - GBR - royal_navy_fraction
######################################
royal_navy_fraction_mod = {
potential = {
OR = {
faction_in_power = bourgeoisie_fraction
faction_in_power = nobility_fraction
faction_in_power = royal_navy_fraction
}
}

trigger = {
faction_in_power = royal_navy_fraction
}
bourgeoisie_fraction_influence = 2
nobility_fraction_influence = 2
icon = 7
}

In der Berechnung oben ist natürlich ein Fehler gewesen. Es muss nicht 0.9 heißen sondern 1.5, da es ganz rechts für jedes nach der Mitte -0.25 Einfluss gibt, und weil es rechts und nicht links ist, gibt es nochmal -0.05, also -0.3 x 5 = -1.5, bei dem anderen ist es (0.25+0.25)*5+1=3.5. Im Falle der Royal Navy für 5 Land_Navy wäre es dann (0.4 x 5)+1=3.

Ich weiß nur noch nicht, ob, wenn ich die factions in die History eines noch nicht erschaffenen Landes schreibe, ob dann auch dieses die factions bekommt, wenn es ingame erstellt wird. Weiterhin ist die Frage, wie man factions nutzen kann, wenn man das Land wechselt (FRA nach RFR). Ich habe es bei FRA jetzt so gemacht, dass es in der History zu RFR steht. Wenn es nicht klappt, muss halt ein Event her. Das lasse ich dann aber unsichtbar über REB triggern, falls das geht.

Tigernekro
04.09.12, 17:49
Ich habe keine Ahnung von modden aber Fraktionen bei Byzanz wären doch sehr interresant.

[B@W] Abominus
04.09.12, 17:50
Kannst Dir ja die Arbeitsversion aus dem Downloadbereich runterladen und als Byzanz starten. Dort sind bereits Fraktionen enthalten. Bin übrigens fertig, heute/morgen werde ich das mal testen und neu hochladen.