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

}

}

}

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