diff --git a/ImperatorToCK3/Data_Files/configurables/inventions_to_innovations_map.txt b/ImperatorToCK3/Data_Files/configurables/inventions_to_innovations_map.txt new file mode 100644 index 000000000..97ff6afc1 --- /dev/null +++ b/ImperatorToCK3/Data_Files/configurables/inventions_to_innovations_map.txt @@ -0,0 +1,213 @@ +### INVENTIONS TO INNOVATIONS MAPPINGS ### + +# bonus = { ir = imperator invention ck3 = ck3 innovation } +# Multiple Inventions can be listed, if they conceptually contribute to the Innovation +# Working assumption: each bonus line should have no more than 3 universal and 1 cultural/regional Invention per Innovation, on the assumption that each Invention might give a 25% bonus towards the Innovation. +# link = { ir = imperator invention ck3 = ck3 innovation } +# Links are one to one. +# Working assumption: only include an Invention here if it's conceptually almost or actually identical to the Innovation (effects don't matter). +# All CK3 Innovations up to 1.12 are listed here, even if they don't make sense for conversion. +# Lines that don't have any suitable Invention should be commented out + +# TRIBAL ERA - MILITARY +bonus = { ir = fort_maintenance_cost_inv ir = global_defensive_inv_3 ir = global_defensive_inv_1 ck3 = innovation_motte } +link = { ir = siege_speed_inv_3 ck3 = innovation_motte } +bonus = { ir = siege_speed_inv_5 ir = siege_engineers_inv_5 ck3 = innovation_catapult } +link = { ir = siege_engineers_inv_4 ck3 = innovation_catapult } +bonus = { ir = global_start_experience_inv_3 ir = global_start_experience_inv_2 ck3 = innovation_barracks } +link = { ir = cohort_reinforcement_speed_inv ck3 = innovation_barracks } +bonus = { ir = global_start_experience_inv_1 ir = global_supply_limit_modifier_inv_1 ir = heavy_infantry_discipline_inv ck3 = innovation_mustering_grounds } +link = { ir = global_cohort_recruit_speed_inv ck3 = innovation_mustering_grounds } +bonus = { ir = experience_decay_inv_1 ir = general_loyalty_inv ir= tyranny_inv_2 ck3 = innovation_bannus } # 3rd Hierarchy of Responsibility +# link = { ir = ck3 = innovation_bannus } +bonus = { ir = gallic_chainmail_inv ck3 = innovation_quilted_armor } +# link = { ir = ck3 = innovation_quilted_armor } +# TRIBAL ERA - CIVIC +bonus = { ir = global_citizen_output_inv_3 ir = global_freemen_output_inv_3 ir = italic_lex_frumentaria_inv ir = global_tax_modifier_inv_3 ck3 = innovation_development_01 } +link = { ir = ruler_popularity_gain_inv_4 ck3 = innovation_development_01 } # Public Works +# bonus = { ir = ck3 = innovation_currency_01 } +# link = { ir = ck3 = innovation_currency_01 } +# bonus = { ir = ck3 = innovation_gavelkind } +link = { ir = oaths_of_allegiance_inv ck3 =innovation_gavelkind } # IR is Codified Succession +# bonus = { ir = ck3 = innovation_crop_rotation } +# link = { ir = ck3 = innovation_crop_rotation } +bonus = { ir = italic_insulae_inv ir = italic_lex_frumentaria_inv ck3 = innovation_city_planning } +link = { ir = global_building_slot_inv ck3 = innovation_city_planning } +bonus = { ir = fabricate_claim_cost_modifier_inv ir = agressive_expansion_impact_inv_3 ir = tribute_income_modifier_inv_1 ck3 = innovation_casus_belli } # Third is Tributary Administration +link = { ir = war_score_cost_inv_1 ck3 = innovation_casus_belli } +bonus = { ir = italic_lex_frumentaria_inv ir = global_tribesmen_output_inv_2 ir = global_tribesmen_output_inv_2 ir = global_unrest_inv_5 ck3 = innovation_plenary_assemblies } # 3rd Assemblies +# link = { ir = ck3 = innovation_plenary_assemblies } +bonus = { ir = commerce_inv_5 ir = monthly_wage_inv ir = tribute_income_modifier_inv_3 ck3 = innovation_ledger } +# link = { ir = ck3 = innovation_ledger } +# TRIBAL ERA - REGIONAL +# bonus = { ir = ck3 = innovation_table_of_princes } +# link = { ir = ck3 = innovation_table_of_princes } # culture:czech|slovien +bonus = { ir = blockade_efficiency_inv ir = liburnian_invention_1 ck3 = innovation_longboats } # 1st Experienced Seafarers 2nd Lemboi Scouts (could both fight and row) +# link = { ir = ck3 = innovation_longboats } # region = world_europe_north +# bonus = { ir = ck3 = innovation_elephantry } +# link = { ir = ck3 = innovation_elephantry } # region = world_innovation_elephants +# bonus = { ir = ck3 = innovation_war_camels } +# link = { ir = ck3 = innovation_war_camels } # region = world_innovation_camels +bonus = { ir = buy_military_tradition_inv ck3 = innovation_wootz_steel } +link = { ir = indian_wootz_steel_inv ck3 = innovation_wootz_steel } # world_india_deccan +# bonus = { ir = ck3 = innovation_african_canoes } +# link = { ir = ck3 = innovation_african_canoes } # world_africa_west +# TRIBAL ERA - MEN-AT-ARMS +# bonus = { ir = ck3 = innovation_caballeros } +# link = { ir = ck3 = innovation_caballeros } # region = world_europe_west_iberia +# bonus = { ir = ck3 = innovation_bamboo_bows } +# link = { ir = ck3 = innovation_bamboo_bows } # region = world_india +# bonus = { ir = ck3 = innovation_sahel_horsemen } +# link = { ir = ck3 = innovation_sahel_horsemen } # region = custom_sahel_proper +# bonus = { ir = ck3 = innovation_repeating_crossbow } +# link = { ir = ck3 = innovation_repeating_crossbow } # has_cultural_pillar = heritage_chinese +# bonus = { ir = ck3 = innovation_pole_vault } +# link = { ir = ck3 = innovation_pole_vault } # culture:guanches OR PARENT CULTURE +# TRIBAL ERA - NORTHERN LORDS - has_fp1_dlc_trigger = yes +bonus = { ir = assemble_raiding_inv ck3 = innovation_varangian_adventurers } # 1st Experienced Raiders (Tribal only) +# link = { ir = ck3 = innovation_varangian_adventurers } # ( has_cultural_pillar = heritage_north_germanic OR Norman culture OR Estonian culture ) BUT NOT EARLY MEDIEVAL OR LATER +bonus = { ir = agressive_expansion_monthly_decay_inv_1 ck3 = innovation_all_things } +# link = { ir = ck3 = innovation_all_things } # region = world_europe_north + +# EARLY MEDIEVAL ERA - MILITARY +# bonus = { ir = ck3 = innovation_battlements } +# link = { ir = ck3 = innovation_battlements } +bonus = { ir = siege_speed_inv_1 ck3 = innovation_mangonel } +link = { ir = siege_engineers_inv_6 ck3 = innovation_mangonel } +bonus = { ir = gallic_oppidum_inv ir = siege_speed_inv_4 ir = civic_tech_investment_inv_1 ck3 = innovation_burhs } +# link = { ir = ck3 = innovation_burhs } +bonus = { ir = global_start_experience_inv_4 ck3 = innovation_house_soldiers } +# link = { ir = ck3 = innovation_house_soldiers } +# bonus = { ir = ck3 = innovation_horseshoes } +# link = { ir = ck3 = innovation_horseshoes } +bonus = { ir = gallic_four_horned_saddle_inv ir = heavy_cavalry_discipline_inv ck3 = innovation_arched_saddle } +# link = { ir = ck3 = innovation_arched_saddle } +# EARLY MEDIEVAL ERA - CIVIC +bonus = { ir = monthly_character_loyalty_inv_2 ir = dictatorship_step_3 ir = dictatorship_step_4 ck3 = innovation_hereditary_rule } # 1st Approved Familia 2nd and 3rd are Demand/Request a Line of Succession which are alternatives for Dictatorship +# link = { ir = ck3 = innovation_hereditary_rule } # UNLOCKS PARTITION +bonus = { ir = global_goods_from_slaves_inv ck3 = innovation_manorialism } +link = { ir = global_settlement_building_slot_inv ck3 = innovation_manorialism } +bonus = { ir = smear_character_cost_modifier_inv ck3 = innovation_development_02 } # 1st Town Criers +# link = { ir = ck3 = innovation_development_02 } # Communal Government +bonus = { ir = hold_triumph_cost_modifier_inv ck3 = innovation_currency_02 } +# link = { ir = ck3 = innovation_currency_02 } # Coinage +bonus = { ir = loyalty_gain_chance_modifier_inv ir = agressive_expansion_monthly_decay_inv_4 ck3 = innovation_royal_prerogative } +# link = { ir = ck3 = innovation_royal_prerogative } +bonus = { ir = land_won_by_the_spear ir = religious_tech_investment_inv_1 ck3 = innovation_chronicle_writing } # 2nd Recording Tradition +# link = { ir = ck3 = innovation_chronicle_writing } +bonus = { ir = indian_trigonometric_functions_inv ck3 = innovation_armilary_sphere } +# link = { ir = ck3 = innovation_armilary_sphere } +bonus = { ir = tyranny_inv_1 ir = religious_tech_investment_inv_2 ck3 = innovation_baliffs } # 1st Official Orators 2nd Scribae +# link = { ir = ck3 = innovation_baliffs } # (sic) bailiffs +# EARLY MEDIEVAL ERA - REGIONAL +# bonus = { ir = ck3 = innovation_reconquista } +# link = { ir = ck3 = innovation_reconquista } # region = world_europe_west_iberia +# bonus = { ir = ck3 = innovation_stem_duchies } +# link = { ir = ck3 = innovation_stem_duchies } # region = custom_europe_western_germany +# bonus = { ir = ck3 = innovation_ghilman } +# link = { ir = ck3 = innovation_ghilman } # region = world_middle_east_arabia +# link = { ir = ck3 = fp3_innovation_mural_sextant } REQUIRES DLC AND COURT SCHOLAR + + +# HIGH MEDIEVAL ERA - MILITARY +# bonus = { ir = ck3 = innovation_hoardings } +# link = { ir = ck3 = innovation_hoardings } +# bonus = { ir = ck3 = innovation_trebuchet } +# link = { ir = ck3 = innovation_trebuchet } +# bonus = { ir = ck3 = innovation_castle_baileys } +# link = { ir = ck3 = innovation_castle_baileys } +# bonus = { ir = ck3 = innovation_men_at_arms } +# link = { ir = ck3 = innovation_men_at_arms } +# bonus = { ir = ck3 = innovation_knighthood } +# link = { ir = ck3 = innovation_knighthood } +# bonus = { ir = ck3 = innovation_advanced_bowmaking } +# link = { ir = ck3 = innovation_advanced_bowmaking } +# HIGH MEDIEVAL ERA - CIVIC +# bonus = { ir = ck3 = innovation_heraldry } +# link = { ir = ck3 = innovation_heraldry } +# bonus = { ir = ck3 = innovation_windmills } +# link = { ir = ck3 = innovation_windmills } +bonus = { ir = ir = agressive_expansion_impact_inv_5 ck3 = innovation_divine_right } # 1st Divine Mandate +# link = { ir = ck3 = innovation_divine_right } +# bonus = { ir = ck3 = innovation_land_grants } +# link = { ir = ck3 = innovation_land_grants } +# bonus = { ir = ck3 = innovation_scutage } +# link = { ir = ck3 = innovation_scutage } +# bonus = { ir = ck3 = innovation_guilds } +# link = { ir = ck3 = innovation_guilds } +# bonus = { ir = ck3 = innovation_development_03 } +# link = { ir = ck3 = innovation_development_03 } # Urbanization +# bonus = { ir = ck3 = innovation_currency_03 } +# link = { ir = ck3 = innovation_currency_03 } # Banking +# HIGH MEDIEVAL ERA - REGIONAL +# bonus = { ir = ck3 = innovation_east_settling } +# link = { ir = ck3 = innovation_east_settling } # region = custom_europe_eastern_germany +# bonus = { ir = ck3 = innovation_seigneurialism } +# link = { ir = ck3 = innovation_seigneurialism } # region = world_europe_west_francia +# bonus = { ir = ck3 = innovation_muladi } +# link = { ir = ck3 = innovation_muladi } # region = world_africa_north +bonus = { ir = subject_opinions_inv_3 ck3 = innovation_french_peerage } +# link = { ir = ck3 = innovation_french_peerage } # region = world_europe_west_francia AND UNLOCKED BY DECISION +# bonus = { ir = ck3 = innovation_sanitation } +# link = { ir = ck3 = innovation_sanitation } # has_cultural_pillar = heritage_byzantine OR has_cultural_pillar = heritage_arabic IN LEGENDS OF THE DEAD FILE BUT NOT ACTUALLY DLC-LOCKED?? +# HIGH MEDIEVAL ERA - MEN-AT-ARMS +# bonus = { ir = ck3 = innovation_desert_tactics } +# link = { ir = ck3 = innovation_desert_tactics } # has_innovation = innovation_desert_tactics CIRCULAR POTENTIAL +# bonus = { ir = ck3 = innovation_hobbies } +# link = { ir = ck3 = innovation_hobbies } # region = ghw_region_britannia +# bonus = { ir = ck3 = innovation_sarawit } +# link = { ir = ck3 = innovation_sarawit } # has_cultural_parameter = unlock_sarawit_innovation + +# LATE MEDIEVAL ERA - MILITARY +# bonus = { ir = ck3 = innovation_machicolations } +# link = { ir = ck3 = innovation_machicolations } +# bonus = { ir = ck3 = innovation_bombard } +# link = { ir = ck3 = innovation_bombard } +# bonus = { ir = ck3 = innovation_royal_armory } +# link = { ir = ck3 = innovation_royal_armory } +# bonus = { ir = ck3 = innovation_standing_armies } +# link = { ir = ck3 = innovation_standing_armies } +# bonus = { ir = ck3 = innovation_sappers } +# link = { ir = ck3 = innovation_sappers } +# bonus = { ir = ck3 = innovation_plate_armor } +# link = { ir = ck3 = innovation_plate_armor } +# LATE MEDIEVAL ERA - CIVIC +# bonus = { ir = ck3 = innovation_primogeniture } +# link = { ir = ck3 = innovation_primogeniture } +bonus = { ir = global_defensive_inv_5 ck3 = innovation_cranes } +# link = { ir = ck3 = innovation_cranes } +# bonus = { ir = ck3 = innovation_noblesse_oblige } +# link = { ir = ck3 = innovation_noblesse_oblige } +# bonus = { ir = ck3 = innovation_rightful_ownership } +# link = { ir = ck3 = innovation_rightful_ownership } +# bonus = { ir = ck3 = innovation_ermine_cloaks } +# link = { ir = ck3 = innovation_ermine_cloaks } +# bonus = { ir = ck3 = innovation_court_officials } +# link = { ir = ck3 = innovation_court_officials } +# bonus = { ir = ck3 = innovation_development_04 } +# link = { ir = ck3 = innovation_development_04 } # Renaissance Thought +# bonus = { ir = ck3 = innovation_currency_04 } +# link = { ir = ck3 = innovation_currency_04 } # Promissory Notes +# LATE MEDIEVAL ERA - REGIONAL +# bonus = { ir = ck3 = innovation_wierdijks } +# link = { ir = ck3 = innovation_wierdijks } # region = custom_netherlands +# bonus = { ir = ck3 = innovation_condottieri } +# link = { ir = ck3 = innovation_condottieri } # region = world_europe_south_italy +# bonus = { ir = ck3 = innovation_deccan_unity } +# link = { ir = ck3 = innovation_deccan_unity } # region = world_india_deccan +# LATE MEDIEVAL ERA - REGIONAL +bonus = { ir = indian_tube_drawn_technology_inv ir = global_citizen_happyness_inv ck3 = fp3_innovation_fritware } # 2nd Glass Blowing +# link = { ir = ck3 = fp3_innovation_fritware } REQUIRES DLC AND COURT SCHOLAR +# LATE MEDIEVAL ERA - MEN-AT-ARMS +# bonus = { ir = ck3 = innovation_zweihanders } +# link = { ir = ck3 = innovation_zweihanders } # region = ghw_region_germany && has_cultural_pillar = heritage_central_germanic +# bonus = { ir = ck3 = innovation_adaptive_militia } +# link = { ir = ck3 = innovation_adaptive_militia } # has_cultural_parameter = unlock_adaptive_militia_innovation +# bonus = { ir = ck3 = innovation_valets } +# link = { ir = ck3 = innovation_valets } # has_cultural_parameter = unlock_valets_innovation +# bonus = { ir = ck3 = innovation_pike_columns } +# link = { ir = ck3 = innovation_pike_columns } # has_cultural_parameter = unlock_innovation_pike_columns +bonus = { ir = discipline_inv_5 ir = discipline_inv_2 ir = military_tech_investment_inv_2 ck3 = innovation_legionnaires } # 1st Cohorts 2nd Manipular Legion 3rd Praefactus Fabrum +# link = { ir = ck3 = innovation_legionnaires } # culture:roman +# bonus = { ir = ck3 = innovation_rectilinear_schiltron } +# link = { ir = ck3 = innovation_rectilinear_schiltron } # has_cultural_parameter = unlock_schiltron_innovation