00_norse_deities.txt

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# Do not change tags in here without changing every other reference to them.
# If adding new dieties, make sure they are uniquely named.

odin =
{
	legitimacy = 0.1
	horde_unity = 0.1
	core_creation = -0.10
	
	allow = { religion = norse_pagan_reformed }
	sprite = 7
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_diplomat
		}
	}
}

freya =
{
	global_manpower_modifier = 0.1
	global_tax_modifier = 0.1
	
	allow = { religion = norse_pagan_reformed }
	sprite = 8
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_balanced
		}	
		modifier = {
			factor = 0.5
			personality = ai_colonialist
		}
	}
}

tor =
{
	leader_land_shock = 1
	defensiveness = 0.1
	
	allow = { religion = norse_pagan_reformed }
	sprite = 9
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			NOT = { num_of_cities = 5 }
		}
		modifier = {
			factor = 2
			NOT = { num_of_cities = 10 }
		}
		modifier = {
			factor = 0.5
			num_of_cities = 30
		}
		modifier = {
			factor = 2
			personality = ai_militarist
		}	
		modifier = {
			factor = 0.5
			personality = ai_capitalist
		}		
	}
}

tyr =
{
	global_sailors_modifier = 0.10
	discipline = 0.05
	
	allow = { religion = norse_pagan_reformed }
	sprite = 10
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_balanced
		}	
		modifier = {
			factor = 0.5
			personality = ai_colonialist
		}		
	}
}

njord =
{
	trade_efficiency = 0.1
	global_trade_goods_size_modifier = 0.1
	
	allow = { religion = norse_pagan_reformed }
	sprite = 11
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_capitalist
		}	
		modifier = {
			factor = 2
			personality = ai_colonialist
		}	
		modifier = {
			factor = 0.5
			personality = ai_militarist
		}		
	}
}


snotra =
{
	technology_cost = -0.05
	build_cost = -0.1
	
	allow = { religion = norse_pagan_reformed }
	sprite = 12
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			personality = ai_diplomat
		}	
		modifier = {
			factor = 0.5
			personality = ai_militarist
		}		
	}
}
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