Bows
From Crusaderkings
Bows are ranged weapons which improve the attack ability of your Archer and Horse Archer troops. Overall, they are superior to Crossbows, although the latter are more effective against Heavy Infantry at the higher levels, and have different modifiers towards tech discovery/spread. Therefore, the choice of whether to specialize in Bows or Crossbows is something you will need to consider based on your domain and the makeup of your enemies.
Woodman Bow (Level 0): Attack 2 (archers) / 3 (horse archers)
Shortbow (Level 1): Attack 6
Archers: +30% against knights
Horse Archers: +10% against heavy infantry, +20% against pikemen, +30% against militia
Longbow (Level 2): Attack 8
Archers: +50% against knights
Horse Archers: +30% against heavy infantry, +40% against pikemen, +50% against militia
Composite Longbow (Level 3): Attack 10
Archers: +70% against knights
Horse Archers: +50% against heavy infantry, +60% against pikemen, +70% against militia
Reinforced Longbow (Level 4): Attack 12
Archers: +90% against knights
Horse Archers: +50% against knights, +70% against heavy infantry, +70% against pikemen, +80% against militia
Marksman Longbow (Level 5): Attack 15
Archers: +100% against knights
Horse Archers: +50% against knights, +80% against heavy infantry, +80% against pikemen, +100% against militia
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
}
}
}