### brief: primary_heir_minimum_share ( fixed point, optional )
# If defined, the primary heir will get at least this portion of
# titles, which means if there's a lot of heirs the primary still
# gets a guaranteed amount of land
#
primary_heir_minimum_share = 0.5
### brief: exclude_rulers ( bool, optional )
# If set, the title can not be inherited by rulers (anyone with titles)
# default = no
#
exclude_rulers = no
### brief: limit_to_courtiers ( bool, optional )
# If set, only immediate courtiers and away courtiers of a ruler
# will be allowed to inherit
# default = no
#
limit_to_courtiers = no
}
### brief: ai_will_do ( value )
# Script value in the ruler scope. If above 0, the AI will enact this
# law if able. Law enactment is checked in the RARE_TASK_TICK. If multiple
# laws are possible, the AI will enact the one with the highest score.
# Root scope = ruler in question
#
ai_will_do = { ... }
}
# Multiple laws can be defined in a single law group.
another_law_name = {}
}
### NOTES ###
### Inheritance ###
Any heir that goes up one or more tier due to inheritance gets the laws of the dead ruler.
Note that currently the law conditions are not checked in any way for law inheritance.
### Default law ###
All rulers have a single law from each group.
If a group has a default set, that law will be checked first.
Otherwise, or if it is invalid, the laws are checked in definition order.
The first checked law where "should_start_with" returns true (or does not exist) gets used. Note that "can_pass" is ignored entirely when determining a default law.
When a default law is set, "on_pass" is *not* executed
### Title Succession Laws ###
Laws are usually defined for realm. However some succession laws are valid for titles.
This is primary based on order_of_succession:
Title only:
player_heir
election
noble_family
generate_from_template
Realm only:
inheritance ( title_division = partition )
theocratic
company
generate
Realm & Title:
inheritance ( title_division = single_heir )
appointment
### Associated Localization ###
The key of the law will be used as its name. E.G., law_name: "Law Name"
The key plus "_effects" can optionally be defined to provide custom effects. E.G., law_name_effects: "Does some law thingy"
The key plus "_effects_not_in_prev" can optionally be defined to provide custom effects that should *not* be included when listing effects inherited from earlier laws. E.G., law_name_effects_not_in_prev: "Does some law thingy"
CHARACTER.GetActiveLawInGroupWithFlag('realm_law') - Will get the character's active law in a group. The group must have the given flag. Note that it does not work for dead characters
### Hardcoded Flags ###
Some flags have special meaning, and are used by the game code.
Law Groups:
flag = realm_law - Will show up in My Realm window
Laws:
flag = titles_cannot_leave_realm_on_succession - Disables titles leaving realm when received on succession by someone outside the realm - the respective heirs will be disqualified from succession
flag = men_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
flag = men_can_have_consorts - Allows consorts (if also allowed by faith)
flag = women_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
flag = women_can_have_consorts - Allows consorts (if also allowed by faith)