Regiments modding
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Creating a Regiment[edit | edit source]
Regiments are defined in /Crusader Kings III/game/common/men_at_arms_types
For best compatibility, use unique file names.
Example:
example_maa = { # maa = Men at arms type = # Men at arms type of my_maa damage = # damage value of unit toughness = # toughness value of unit pursuit = # pursuit value of unit screen = # screen value of unit terrain_bonus = { # Terrain bonus forest = { # bonus values, i.e, damage = 10 } } counters = { # what type of men at arms this counters for example archers } buy_cost = { # cost of a unit } low_maintenance_cost = { # unraised maintenance cost of a unit } high_maintenance_cost = { # raised maintenance cost of a unit } stack = # Men in one unit ai_quality = { # ai weight value } icon = # name of icon without .dds }
Variables[edit | edit source]
Variable | Type | Description | Example |
---|---|---|---|
type | string | Unit type | type = skirmishers |
can_recruit | bool | If player can recruit MaA unit. If answer is yes then you don't need to include it. If you want you can write can_recruit = yes but you can also not include it and the result will be the same | can_recruit = no |
damage | int | Unit's damage value | damage = 10 |
toughness | int | Unit's toughness value | toughness = 10 |
pursuit | int | Unit's pursuit value | pursuit = 10 |
screen | int | Unit's screen value | screen = 10 |
terrain_bonus | block | Terain bonus | terrain_bonus = {
forest = { damage = 3 screen = 3 }
|
counters | block | What unit types counters this unit. Can counter multiple units. | counters = {
heavy_infantry = 1
|
buy_cost | block | Cost of one unit | buy_cost = { gold = 150 } |
low_maintenance_cost | block | Low maintenance costs | low_maintenance_cost = { gold = 1 } |
high_maintenance_cost | block | High maintenance costs | high_maintenance_cost = { gold = 5 } |
mercenary_fallback | bool | mercenary_fallback = yes | |
holy_order_fallback | bool | holy_order_fallback = yes | |
stack | int | Amount of units per one stack | stack = 100 |
max_sub_regiments | int | max_sub_regiments = 5 | |
fallback_in_hired_troops_if_unlocked | bool | Mercs/holy orders won't have a preference towards this MaA if it is unlocked | fallback_in_hired_troops_if_unlocked = yes |
allowed_in_hired_troops | bool | allowed_in_hired_troops = no | |
fights_in_main_phase | bool | If set, only affects the pursuit phase. Handy for siege weapons | fights_in_main_phase = no |
siege_tier | int | How good it is at countering forts | siege_tier = 1 |
ai_quality | Variable | AI weight which is determined in \common\script_values\00_men_at_arms_values | value = culture_ai_weight_pikemen |
icon | string | Name of the .dds icon file to represent this MaA type. If you use custom icon then it should be placed in \gfx\interface\icons\regimenttypes\ | icon = skirmishers |
hired_stack_size | int | Size of sub-regiment for the purpose of hired troops. If not set, this will be the same as the "stack" value | hired_stack_size = 25 |
winter_bonus | block | Starting from game version 1.3.0, MaA can include Winter Bonus. Can include one or both bonuses (harsh or normal winter) | winter_bonus = { normal_winter = { |
Regiments in Innovations[edit | edit source]
If you want your custom Innovation to unlock your custom MaA unit.
unlock_maa = my_maa # Use the key of maa unit
Or you can also provide bonuses to the regiment.
Example (given by CK3 devs):
maa_upgrade = { type = cavalry damage = 0.1 toughness = 0.1 pursue = 0.1 screen = 0.1 siege_value = 0.1 max_size = 1 }
Localization[edit | edit source]
Example:
my_maa_name:0 "My Men at Arms" my_maa_name_flavor:0 "#F My Men at Arms are better than yours.#!"
Note that 'my_maa_flavor' is the regiment's description.
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Data types • Localization • Customizable localization |
Scripting | AI • Bookmarks • Characters • Commands • Council • Culture • Decisions • Dynasties • Events • Governments • History • Holdings • Lifestyles • Regiments • Religions • Story cycles • Titles • Traits |
Map | Map • Terrain |
Graphics | 3D models • Exporters • Interface • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • Mod structure • Troubleshooting |