#######################################################
# weapon modifiers tweaked by Chris Stone April 02/04 #
#	- reduced most factors			      #
#######################################################

## WARFARE



category = {
	id = 0

	## Bows
	group = {
		id = 0
	
		shortbow = {
			weapon = {
				attack = { archer_cav = 6 archers = 6 }
				archer_cav = { heavy_inf = 1.1 pikemen = 1.2 militia = 1.3 }
				archers = { heavy_cav = 1.3 }
			}
		}
		longbow  = {
			weapon = {
				attack = { archer_cav = 8 archers = 8 }
				archer_cav = { heavy_inf = 1.3 pikemen = 1.4 militia = 1.5 }
				archers = { heavy_cav = 1.5 }
			}
		}
		composite_longbow = {
			weapon = {
				attack = { archer_cav = 10 archers = 10 }
				archer_cav = { heavy_inf = 1.5 pikemen = 1.6 militia = 1.7 }
				archers = { heavy_cav = 1.7 }
			}
		}
		reinforced_longbow = {
			weapon = {
				attack = { archer_cav = 12 archers = 12 }
				archer_cav = { heavy_cav = 1.5 heavy_inf = 1.7 pikemen = 1.7 militia = 1.8 }
				archers = { heavy_cav = 1.9 }
			}
		}
		marksman_longbow = {
			weapon = {
				attack = { archer_cav = 15 archers = 15 }
				archer_cav = { heavy_cav = 1.5 heavy_inf = 1.8 pikemen = 1.8 militia = 2.0 }
				archers = { heavy_cav = 2.0 }
			}
		}
	}
	
	
	## Crossbows
	group = {
		id = 1
	
		slinged_javelin = {
			weapon = {
				attack = { archers = 5 }
			}
		}
		light_crossbow = {
			weapon = {
				attack = { archers = 7 }
				archers = { heavy_inf = 1.3 }
			}
		}
		medium_crossbow = {
			weapon = {
				attack = { archers = 9 }
				archers = { heavy_cav = 1.3 heavy_inf = 1.6 }
			}
		}
		heavy_crossbow = {
			weapon = {
				attack = { archers = 12 }
				archers = { heavy_cav = 1.6 heavy_inf = 2.0 }
			}
		}
		arbalest = {
			weapon = {
				attack = { archers = 15 }
				archers = { heavy_cav = 2.0 heavy_inf = 2.5 }
			}
		}
	}
	
	## Leather armour
	group = {
		id = 2
		
		soft_leather = {
			armor = { 
				defence = {
					heavy_cav = 6 
					light_cav = 6 
					archer_cav = 5 
					archers = 5 
					heavy_inf = 6 
					pikemen = 6 
					militia = 5
				} 
			}
		}

		reinforced_leather = {
			armor = { 
				defence = {
					heavy_cav = 7 
					light_cav = 7 
					archer_cav = 6 
					archers = 6 
					heavy_inf = 7 
					pikemen = 7 
					militia = 6 
				}
			}
		}
		boiled_leather = {
			armor = { 
				defence = {
					heavy_cav = 8 
					light_cav = 7 
					archer_cav = 7 
					archers = 7 
					heavy_inf = 7 
					pikemen = 7 
					militia = 7 
				}
			}
		}
		rigid_leather = {
			armor = { 
				defence = {
					heavy_cav = 8
					light_cav = 8 
					archer_cav = 8 
					archers = 8 
					heavy_inf = 8 
					pikemen = 8 
					militia = 8 
				}
			}
		}
		scaled_leather = {
			armor = { 
				defence = {
					heavy_cav = 9
					light_cav = 9 
					archer_cav = 9 
					archers = 9 
					heavy_inf = 9 
					pikemen = 9 
					militia = 9 
				}
			}
		}
	}
	
	## Chain armour
	group = {
		id = 3
		
		chained_leather = {
			armor = { 
				defence = {
					heavy_cav = 8 
					light_cav = 8 
					heavy_inf = 8 
					pikemen = 8 
				}
			}
		}
		light_chainmail = {
			armor = { 
				defence = {
					heavy_cav = 10 
					light_cav = 10 
					heavy_inf = 10 
					pikemen = 10 
				}
			}
		}
		chainmail = {
			armor = { 
				defence = {
					heavy_cav = 12 
					light_cav = 12
					heavy_inf = 12
					pikemen = 12
				}
			}
		}
		full_chainmail = {
			armor = { 
				defence = {
					heavy_cav = 14 
					light_cav = 13
					heavy_inf = 14
					pikemen = 13
				}
			}
		}
		plated_chainmail = {
			armor = { 
				defence = {
					heavy_cav = 15 
					light_cav = 14
					heavy_inf = 15
					pikemen = 14
				}
			}
		}
	}
	
	## Plate armour
	group = {
		id = 4
		
		quilted_coat = {
			armor = { 
				defence = {
					heavy_cav = 9
					heavy_inf = 9
				}
			}
		}
		scalemail = {
			armor = { 
				defence = {
					heavy_cav = 12
					heavy_inf = 12
				}
			}
		}
		half_plate = {
			armor = { 
				defence = {
					heavy_cav = 15
					heavy_inf = 15
				}
			}
		}
		platemail = {
			armor = { 
				defence = {
					heavy_cav = 18
					heavy_inf = 18
				}
			}
		}
		full_plate = {
			armor = { 
				defence = {
					heavy_cav = 20
					heavy_inf = 20
				}
			}
		}
	}
	
	## Crush melee weapons
	group = {
		id = 5
		
		handaxe = {
			weapon = {
				attack = { light_cav = 7 heavy_inf = 7 }
				heavy_inf = { militia = 1.3 }
			}
		}
		warhammer = {
			weapon = {
				attack = { light_cav = 9 heavy_inf = 9 }
				heavy_inf = { militia = 1.5 archers = 1.3 }
			}
		}
		mace = {
			weapon = {
				attack = { light_cav = 11 heavy_inf = 11 }
				heavy_inf = { militia = 1.7 archers = 1.4 }
			}
		}
		morningstar = {
			weapon = {
				attack = { heavy_inf = 13 }
				heavy_inf = { militia = 1.9 archers = 1.5 pikemen = 1.3 }
			}
		}
		battleaxe = {
			weapon = {
				attack = { heavy_inf = 15 }
				heavy_inf = { militia = 2.0 archers = 1.7 pikemen = 1.5 }
			}
		}
	}
	
	## Slash melee weapons
	group = {
		id = 6
		
		shortsword = {
			weapon = {
				attack = { heavy_cav = 8 light_cav = 7 heavy_inf = 7 }
				light_cav = { archer_cav = 1.5 }
			}
		}
		broadsword = {
			weapon = {
				attack = { heavy_cav = 10 light_cav = 9 heavy_inf = 9 }
				light_cav = { archer_cav = 2.0 }
			}
		}
		longsword = {
			weapon = {
				attack = { heavy_cav = 12 light_cav = 11 heavy_inf = 11 }
				light_cav = { archer_cav = 2.5 }
			}
		}
		bastardsword = {
			weapon = {
				attack = { heavy_cav = 14 heavy_inf = 13 }
				heavy_inf = { militia = 1.5 }
			}
		}
		greatsword = {
			weapon = {
				attack = { heavy_inf = 16 }
				heavy_inf = { militia = 2.0 archers = 1.5 }
			}
		}
	}
	
	## Piercing melee weapons
	group = {
		id = 7
		
		longspear = {
			weapon = {
				attack = { militia = 5 pikemen = 7 }
				pikemen = { heavy_cav = 1.3 }
			}
		}
		pike = {
			weapon = {
				attack = { militia = 6 pikemen = 9 }
				pikemen = { heavy_cav = 1.5 light_cav = 1.5 }
			}
		}
		lance = {
			weapon = {
				attack = { heavy_cav = 15 }
				heavy_cav = { militia = 1.5 archers = 1.5 }
			}
		}
		polearm = {
			weapon = {
				attack = { militia = 7 pikemen = 12 }
				pikemen = { heavy_cav = 2.0 light_cav = 2.0 }
			}
		}
		heavy_lance = {
			weapon = {
				attack = { heavy_cav = 20 }
				heavy_cav = { militia = 2.5 archers = 2.5 pikemen = 1.5 heavy_inf = 2.0 }
			}
		}
	}
	
	## Siege Equipement
	group = {
		id = 8
		
		battering_ram = {
					siege = 1.1
		}
		siege_ladders = {
					siege = 1.2
		}
		siege_towers = {
					siege = 1.3
		}
		trebuchet = {
					siege = 1.4
		}
		mangonel = {
					siege = 1.5
		}
	}
	
	## Castles
	group = {
		id = 9
		
		hill_fort = {
					#allows_for_hill_fort
		}
		small_castle = {
					#allows_for_small_castle
		}
		medium_castle = {
					#allows_for_medium_castle
		}
		large_castle = {
					#allows_for_large_castle
		}
		huge_castle = {
					#allows_for_huge_castle
		}
	}
	
	

	## Defensive Tactics
	group = {
		id = 10
		
		defensive_terrain = {
					combat_multiplier = {
				shock = { archers = 1.05 }
				morale = { pikemen = 1.05 militia = 1.1 }
			}
		}
		positional_combat = {
			combat_multiplier = {
				morale = { heavy_inf = 1.1 pikemen = 1.1 }
			}
		}
		missile_barrage = {
			combat_multiplier = {
				shock = { archer_cav = 1.1 archers = 1.1 }
			}
		}
		drilled_pikers = {
			combat_multiplier = {
				morale = { pikemen = 1.2 }
				shock = { pikemen = 1.2 }
			}
		}		
		unitorganization = {
			combat_multiplier = {
				morale = { heavy_cav = 1.1 heavy_inf = 1.1 pikemen = 1.1 militia = 1.1 }
			}
		}
	}
	
	## Offensive Tactics
	group = {
		id = 11
		
		offensive_terrain = {
			combat_multiplier = {
				morale = { heavy_cav = 1.1 light_cav = 1.1 }
			}
		}
		frontal_charge = {
			combat_multiplier = {
				morale = { heavy_cav = 1.2 light_cav = 1.2 }
			}
		}
		reserves = {
			combat_multiplier = {
				morale = { heavy_cav = 1.1 heavy_inf = 1.2 }
			}
		}
		dismounted_knights = {
			combat_multiplier = {
				morale = { heavy_cav = 1.2 heavy_inf = 1.1 }
			}
		}
		hierarkic_command = {
			combat_multiplier = {
				morale = { heavy_cav = 1.1 light_cav = 1.1 heavy_inf = 1.1 }
			}
		}
	}
}

## PRODUCTION
category = {
	id = 1

	## Farming Techniqus
	group = {
		id = 12
		
		two_field_system = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.04 }
			}
		}
		three_field_system = {
			lasting_effects = 
			{

				percentage_score = { gold = 1.04 }
			}
		}
		stripe_ploughing = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		soil_amelioration = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		rooting_out = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.01 }
			}
		}
	}
	
	## Farming Equipment
	group = {
		id = 13
		
		wood_plows = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		ironedged_wood_plows = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		ironplows = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		pitchforks_and_harrows = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		padded_horsecollars = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
	}
	
	## Cattle Herding
	group = {
		id = 14
		
		chickens = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		goats = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		pigs = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		sheep = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		cows = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.04 }	
			}
		}
	}
	
	## Handicraft Goods
	group = {
		id = 15
	
		saltrefinery = {
		}
		glassblowing = {
		}
		clothmaking = {
		}
		sugerrefinery = {
		}
		papermaking = {
		}
	}
	
	## Handicraft mining
	group = {
		id = 16
		
		stonepit = {
		}
		coalpit = {
		}
		ironworks = {
		}
		percussion_drilling = {
		}
		cast_iron = {
		}
	}
	
	## Architecture
	group = {
		id = 17
		
		basilican_structures = {
		}
		brickwork_structures = {
		}
		romanesque_vaulting = {
		}
		cylindrical_structures = {
		}
		gothic_buttresses = {
		}
	}
	
	## Infrastructure/Power
	group = {
		id = 18
		
		road_building = {
		}
		large_ship_building = {
		}
		windwheel = {
		}
		waterwheel = {
		}
		black_coal = {
		}
	}
	
	## Commerce Institutions
	group = {
		id = 19
		
		minor_merchant_houses = {
			lasting_effects = 
			{
				tolls =  1.01 
			}
		}
		local_merchant_houses = {
			lasting_effects = 
			{
				tolls =  1.02 
			}
		}
		mint = {
			lasting_effects = 
			{
				tolls =  1.05 
			}
		}
		guilds = {
			lasting_effects = 
			{
				tolls =  1.02
			}
		}
		reknown_merchant_houses	 = {
			lasting_effects = 
			{
				tolls =  1.05 
			}
		}
	}
	
	## Trade Practices
	group = {
		id = 20
		
		business_contracts = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.01 }
			}
		}
		promissory_note = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		letters_of_credit = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		double_entry_bookkeeping = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.04 }
			}
		}
		foreign_accreditation = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.05 }
			}
		}
	}
	
	## Fairs and Routes
	group = {
		id  = 21
		
		annual_sailing = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.01 }
			}
		}
		local_fairs = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.01 }
			}
		}
		distant_trading = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.02 }
			}
		}
		exotic_trading = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.03 }
			}
		}
		international_fairs = {
			lasting_effects = 
			{
				percentage_score = { gold = 1.06 }
			}
		}
	}
}

## CULTURE
category = {
	id = 2
	
	## Noble Customs
	group = {
		id = 22
		
		divine_rights = {
			lasting_effects = {
				periodic_loyalty = { nobles = 0.001 }
				}
		}
		chronicle_writing = {
			lasting_effects = {
				periodic_loyalty = { nobles = 0.001 }
				}
		}
		romantic_poetry = {
			lasting_effects = {
				periodic_loyalty = { nobles = 0.001 }
				}
		}
		heraldry = {
			lasting_effects = {
				periodic_loyalty = { nobles = 0.001 }
				percentage_score = { prestige = 1.05 }
				}
		}
		oblige_noblesse = {
			lasting_effects = {
				periodic_loyalty = { nobles = 0.001 }
				percentage_score = { prestige = 1.05 }
				}
		}
	}
	
	## Popular Customs
	group = {
		id = 23
		
		divine_duty = {
			lasting_effects = {
				periodic_loyalty = { peasants = 0.001 }
				}
		}
		jongleurs = {
			lasting_effects = {
				periodic_loyalty = { peasants = 0.001 }
				}
		}
		troubadours = {
			lasting_effects = {
				periodic_loyalty = { peasants = 0.001 }
				}
		}
		miracle_plays = {
			lasting_effects = {
				periodic_loyalty = { peasants = 0.002 }
				percentage_score = { gold = 1.01 }
				}
		}
		carnivals = {
			lasting_effects = {
				periodic_loyalty = { peasants = 0.002 }
				percentage_score = { gold = 1.01 }
				}
		}
	}
	
	## Schools
	group = {
		id = 24
		
		the_seven_liberal_arts = {
		}
		monastic_schools = {
		}
		cathedral_schools = {
		}
		universities = {
		}
		academic_disciplines = {
		}
	}
	
	## Thoughts
	group = {
		id = 25
		
		aristotelian_logics = {
		}
		scholastics = {
		}
		astrology = {
		}
		natural_philosophy = {
		}
		science = {
		}
	}
	
	## Profane Art
	group = {
		id = 26
		
		sculptures = {
			lasting_effects = {
				periodic_loyalty = { burghers = 0.001 }
				}
		}
		musical_instruments = {
			lasting_effects = {
				periodic_loyalty = { burghers = 0.001 }
				}
		}
		ballads = {
			lasting_effects = {
				periodic_loyalty = { burghers = 0.001 }
				}
		}
		fashion_clothes = {
			lasting_effects = {
				periodic_loyalty = { burghers = 0.001 }
				tolls = 1.05	
				}
		}
		vernacular_literature = {
			lasting_effects = {
				periodic_loyalty = { burghers = 0.001 }
				tolls =  1.05
				}
		}
	}
	
	## Spiritual Art
	group = {
		id = 27
		
		relics = {
			lasting_effects = {
				periodic_loyalty = { clergy = 0.001 }
				}
		}
		music_notation_system = {
			lasting_effects = {
				periodic_loyalty = { clergy = 0.001 }
				}
		}
		choir_song = {
			lasting_effects = {
				periodic_loyalty = { clergy = 0.001 }
				}
		}
		tapestries = {
			lasting_effects = {
				periodic_loyalty = { clergy = 0.001 }
				percentage_score = { piety = 1.05 }
				}
		}
		extravagant_decoration = {
			lasting_effects = {
				periodic_loyalty = { clergy = 0.001 }
				percentage_score = { piety = 1.05 }
				}
		}
	}
	
	## Religious Stringency
	group = {
		id = 28
		
		clerical_celibacy = {
		}
		letters_of_indulgence = {
		}
		inquisition = {
		}
		formalized_lithurgy = {
		}
		jubilee = {
		}
	}
	
	## Religious Flexibility
	group = {
		id = 29 
		
		ascetism = {
		}
		apostolic_poverty = {
		}
		critical_bible_interpretations = {
		}
		bible_translations = {
		}
		critical_thinking = {
		}
	}
}
