Reanimata tradegoods fixes

 avatarHyperion
Public2 years ago3 snippets
EE_scripted_effects.txt
EE_events.txt
00_biyearly_country_FMO.txt
common\scripted_effects
EE_scripted_effects.txt
add_civilization_scaling_gold_cost_effect = {
    if = {
        limit = {
            has_variable = num_civ_investments
            scope:player = {
                is_ai = no
            }
        }
        scope:player = {
            hidden_effect = {

EE_events.txt

2 years ago
events
EE_events.txt
namespace = ee_events

# added the new trade goods added by LoL (rice, cheese, cattle/sheep and pergament)

#Window opening events
ee_events.1 = { #Governorship Window
    type = major_country_event
    title = ee_events.1.t
    desc = ee_events.1.desc
    picture = trade_port
common\on_action
00_biyearly_country_FMO.txt
biyearly_country_pulse = {
	on_actions = {
		ai_take_focus_perks_action
		calculate_global_production_action
	}
	events = {
		#Events that check for and give trading in modifiers and governorship dominance state modifiers.
		#These might lag the game like crazy not sure we'll find out...if they do I can stagger them
		ee_economy_events.3
		ee_economy_events.4