Bows

From Crusaderkings

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  1. shortbow discovery #

province_event = { id = 3000

name = "TECH_DISCOVERY" map = yes tag = shortbow picture = event_techinvention trigger = { condition = { type = capital value = yes } condition = { type = not value = { type = has_advance value = { shortbow = yes } } } condition = { type = advance_focus value = shortbow } }

mean_time_to_happen = { months = 50

modifier = { condition = { type = terrain value = Forest } factor = 0.95 } modifier = { condition = { type = has_improvement value = { forestry = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { civilian_harbour = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { naval_harbour = yes } } factor = 0.85 } modifier = { condition = { type = has_improvement value = { grand_shipyard = yes } } factor = 0.75 } modifier = { condition = { type = has_improvement value = { roadnet = yes } } factor = 0.95 } modifier = { condition = { type = has_improvement value = { extensive_roadnet = yes } } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 8 } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 10 } factor = 0.9 } modifier = { condition = { type = ruler_martial value = 13 } factor = 0.9 } modifier = { condition = { type = trait value = martial_education } factor = 0.9 } modifier = { condition = { type = trait value = misguided_warrior } factor = 0.95 } modifier = { condition = { type = trait value = tough_soldier } factor = 0.9 } modifier = { condition = { type = trait value = martial_cleric } factor = 0.9 } modifier = { condition = { type = trait value = knowledged_tactician } factor = 0.85 } modifier = { condition = { type = trait value = brilliant_strategist } factor = 0.8 } modifier = { condition = { type = owner condition = { type = kingdom } } factor = 0.75 } modifier = { condition = { type = owner condition = { type = duchy } } factor = 0.85 } modifier = { condition = { type = owner condition = { type = atwar } } factor = 0.8 } modifier = { condition = { type = has_advance value = { aristotelian_logics = yes } } factor = 0.95 } modifier = { condition = { type = has_advance value = { scholastics = yes } } factor = 0.97 } modifier = { condition = { type = has_advance value = { astrology = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { natural_philosophy = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { science = yes } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 1 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 2 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 3 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = 0 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -1 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -2 } } } factor = 1.1 } modifier = { condition = { type = year value = 1150 } factor = 0.8 } modifier = { condition = { type = year value = 1250 } factor = 0.8 } modifier = { condition = { type = year value = 1350 } factor = 0.8 } }

immidiate = { effect = { type = add_advance value = shortbow } } }

  1. longbow discovery #

province_event = { id = 3001

name = "TECH_DISCOVERY" map = yes tag = longbow picture = event_techinvention trigger = { condition = { type = capital value = yes } condition = { type = not value = { type = has_advance value = { longbow = yes } } } condition = { type = has_advance value = { shortbow = yes } } condition = { type = advance_focus value = longbow } }

mean_time_to_happen = { months = 100

modifier = { condition = { type = terrain value = Forest } factor = 0.95 } modifier = { condition = { type = has_improvement value = { forestry = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { civilian_harbour = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { naval_harbour = yes } } factor = 0.85 } modifier = { condition = { type = has_improvement value = { grand_shipyard = yes } } factor = 0.75 } modifier = { condition = { type = has_improvement value = { roadnet = yes } } factor = 0.95 } modifier = { condition = { type = has_improvement value = { extensive_roadnet = yes } } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 8 } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 10 } factor = 0.9 } modifier = { condition = { type = ruler_martial value = 13 } factor = 0.9 } modifier = { condition = { type = trait value = martial_education } factor = 0.9 } modifier = { condition = { type = trait value = misguided_warrior } factor = 0.95 } modifier = { condition = { type = trait value = tough_soldier } factor = 0.9 } modifier = { condition = { type = trait value = martial_cleric } factor = 0.9 } modifier = { condition = { type = trait value = knowledged_tactician } factor = 0.85 } modifier = { condition = { type = trait value = brilliant_strategist } factor = 0.8 } modifier = { condition = { type = owner condition = { type = kingdom } } factor = 0.75 } modifier = { condition = { type = owner condition = { type = duchy } } factor = 0.85 } modifier = { condition = { type = owner condition = { type = atwar } } factor = 0.8 } modifier = { condition = { type = has_advance value = { aristotelian_logics = yes } } factor = 0.95 } modifier = { condition = { type = has_advance value = { scholastics = yes } } factor = 0.97 } modifier = { condition = { type = has_advance value = { astrology = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { natural_philosophy = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { science = yes } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 1 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 2 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 3 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = 0 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -1 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -2 } } } factor = 1.1 } modifier = { condition = { type = year value = 1250 } factor = 0.8 } modifier = { condition = { type = year value = 1350 } factor = 0.8 } }

immidiate = { effect = { type = add_advance value = longbow } } }

  1. composite_longbow discovery #

province_event = { id = 3002

name = "TECH_DISCOVERY" map = yes tag = composite_longbow picture = event_techinvention trigger = { condition = { type = capital value = yes } condition = { type = not value = { type = has_advance value = { composite_longbow = yes } } } condition = { type = has_advance value = { longbow = yes } } condition = { type = advance_focus value = composite_longbow } }

mean_time_to_happen = { months = 250

modifier = { condition = { type = terrain value = Forest } factor = 0.95 } modifier = { condition = { type = has_improvement value = { forestry = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { civilian_harbour = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { naval_harbour = yes } } factor = 0.85 } modifier = { condition = { type = has_improvement value = { grand_shipyard = yes } } factor = 0.75 } modifier = { condition = { type = has_improvement value = { roadnet = yes } } factor = 0.95 } modifier = { condition = { type = has_improvement value = { extensive_roadnet = yes } } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 8 } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 10 } factor = 0.9 } modifier = { condition = { type = ruler_martial value = 13 } factor = 0.9 } modifier = { condition = { type = trait value = martial_education } factor = 0.9 } modifier = { condition = { type = trait value = misguided_warrior } factor = 0.95 } modifier = { condition = { type = trait value = tough_soldier } factor = 0.9 } modifier = { condition = { type = trait value = martial_cleric } factor = 0.9 } modifier = { condition = { type = trait value = knowledged_tactician } factor = 0.85 } modifier = { condition = { type = trait value = brilliant_strategist } factor = 0.8 } modifier = { condition = { type = owner condition = { type = kingdom } } factor = 0.75 } modifier = { condition = { type = owner condition = { type = duchy } } factor = 0.85 } modifier = { condition = { type = owner condition = { type = atwar } } factor = 0.8 } modifier = { condition = { type = has_advance value = { aristotelian_logics = yes } } factor = 0.95 } modifier = { condition = { type = has_advance value = { scholastics = yes } } factor = 0.97 } modifier = { condition = { type = has_advance value = { astrology = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { natural_philosophy = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { science = yes } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 1 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 2 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 3 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = 0 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -1 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -2 } } } factor = 1.1 } modifier = { condition = { type = not value = { type = year value = 1150 } } factor = 1.25 } modifier = { condition = { type = year value = 1350 } factor = 0.8 } }

immidiate = { effect = { type = add_advance value = composite_longbow } } }

  1. reinforced_longbow discovery #

province_event = { id = 3003

name = "TECH_DISCOVERY" map = yes tag = reinforced_longbow picture = event_techinvention trigger = { condition = { type = capital value = yes } condition = { type = not value = { type = has_advance value = { reinforced_longbow = yes } } } condition = { type = has_advance value = { composite_longbow = yes } } condition = { type = advance_focus value = reinforced_longbow } }

mean_time_to_happen = { months = 500

modifier = { condition = { type = terrain value = Forest } factor = 0.95 } modifier = { condition = { type = has_improvement value = { forestry = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { civilian_harbour = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { naval_harbour = yes } } factor = 0.85 } modifier = { condition = { type = has_improvement value = { grand_shipyard = yes } } factor = 0.75 } modifier = { condition = { type = has_improvement value = { roadnet = yes } } factor = 0.95 } modifier = { condition = { type = has_improvement value = { extensive_roadnet = yes } } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 8 } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 10 } factor = 0.9 } modifier = { condition = { type = ruler_martial value = 13 } factor = 0.9 } modifier = { condition = { type = trait value = martial_education } factor = 0.9 } modifier = { condition = { type = trait value = misguided_warrior } factor = 0.95 } modifier = { condition = { type = trait value = tough_soldier } factor = 0.9 } modifier = { condition = { type = trait value = martial_cleric } factor = 0.9 } modifier = { condition = { type = trait value = knowledged_tactician } factor = 0.85 } modifier = { condition = { type = trait value = brilliant_strategist } factor = 0.8 } modifier = { condition = { type = owner condition = { type = kingdom } } factor = 0.75 } modifier = { condition = { type = owner condition = { type = duchy } } factor = 0.85 } modifier = { condition = { type = owner condition = { type = atwar } } factor = 0.8 } modifier = { condition = { type = has_advance value = { aristotelian_logics = yes } } factor = 0.95 } modifier = { condition = { type = has_advance value = { scholastics = yes } } factor = 0.97 } modifier = { condition = { type = has_advance value = { astrology = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { natural_philosophy = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { science = yes } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 1 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 2 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 3 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = 0 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -1 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -2 } } } factor = 1.1 } modifier = { condition = { type = not value = { type = year value = 1150 } } factor = 1.25 } modifier = { condition = { type = not value = { type = year value = 1250 } } factor = 1.25 } }

immidiate = { effect = { type = add_advance value = reinforced_longbow } } }

  1. marksman_longbow discovery #

province_event = { id = 3004

name = "TECH_DISCOVERY" map = yes tag = marksman_longbow picture = event_techinvention trigger = { condition = { type = capital value = yes } condition = { type = not value = { type = has_advance value = { marksman_longbow = yes } } } condition = { type = has_advance value = { reinforced_longbow = yes } } condition = { type = advance_focus value = marksman_longbow } }

mean_time_to_happen = { months = 1500

modifier = { condition = { type = terrain value = Forest } factor = 0.95 } modifier = { condition = { type = has_improvement value = { forestry = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { civilian_harbour = yes } } factor = 0.9 } modifier = { condition = { type = has_improvement value = { naval_harbour = yes } } factor = 0.85 } modifier = { condition = { type = has_improvement value = { grand_shipyard = yes } } factor = 0.75 } modifier = { condition = { type = has_improvement value = { roadnet = yes } } factor = 0.95 } modifier = { condition = { type = has_improvement value = { extensive_roadnet = yes } } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 8 } factor = 0.95 } modifier = { condition = { type = ruler_martial value = 10 } factor = 0.9 } modifier = { condition = { type = ruler_martial value = 13 } factor = 0.9 } modifier = { condition = { type = trait value = martial_education } factor = 0.9 } modifier = { condition = { type = trait value = misguided_warrior } factor = 0.95 } modifier = { condition = { type = trait value = tough_soldier } factor = 0.9 } modifier = { condition = { type = trait value = martial_cleric } factor = 0.9 } modifier = { condition = { type = trait value = knowledged_tactician } factor = 0.85 } modifier = { condition = { type = trait value = brilliant_strategist } factor = 0.8 } modifier = { condition = { type = owner condition = { type = kingdom } } factor = 0.75 } modifier = { condition = { type = owner condition = { type = duchy } } factor = 0.85 } modifier = { condition = { type = owner condition = { type = atwar } } factor = 0.8 } modifier = { condition = { type = has_advance value = { aristotelian_logics = yes } } factor = 0.95 } modifier = { condition = { type = has_advance value = { scholastics = yes } } factor = 0.97 } modifier = { condition = { type = has_advance value = { astrology = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { natural_philosophy = yes } } factor = 0.98 } modifier = { condition = { type = has_advance value = { science = yes } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 1 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 2 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = stability value = 3 } } factor = 0.9 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = 0 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -1 } } } factor = 1.1 } modifier = { condition = { type = owner condition = { type = not value = { type = stability value = -2 } } } factor = 1.1 } modifier = { condition = { type = not value = { type = year value = 1150 } } factor = 1.25 } modifier = { condition = { type = not value = { type = year value = 1250 } } factor = 1.25 } modifier = { condition = { type = not value = { type = year value = 1350 } } factor = 1.25 } }

immidiate = { effect = { type = add_advance value = marksman_longbow } } }

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