fixes to minority gov

This commit is contained in:
Fishedotjpg 2026-02-28 16:54:37 +00:00
parent e797d289b8
commit 218453519c
6 changed files with 2948 additions and 1 deletions

View file

@ -1563,6 +1563,7 @@ demand_conversion_minister_rites_interaction = {
is_ai = yes
is_ruler = yes
}
NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } }
}
cooldown_against_recipient = { years = 15 }
@ -1867,6 +1868,7 @@ convert_to_religion_interaction = {
}
}
}
NOT = { scope:actor = { government_has_flag = government_is_landless_minority } }
}
is_valid_showing_failures_only = {
@ -1954,6 +1956,7 @@ convert_to_religion_adventurer_interaction = {
}
}
}
NOT = { scope:actor = { government_has_flag = government_is_landless_minority } }
}
is_valid_showing_failures_only = {

View file

@ -0,0 +1,592 @@
### Convert to Local Culture ###
convert_to_local_culture_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
}
desc = convert_to_local_culture_decision_desc
selection_tooltip = convert_to_local_culture_decision_tooltip
is_shown = {
is_playable_character = yes
primary_title.tier > tier_barony
culture != capital_province.culture
NAND = {
is_ai = yes
OR = {
has_character_flag = converted_culture_this_lifetime
has_character_flag = converted_culture_this_lifetime_ai
}
}
NOT = { government_has_flag = government_is_landless_minority }
}
is_valid_showing_failures_only = {
is_physically_able_adult = yes
is_at_war = no
custom_description = {
text = can_only_change_culture_once
NOT = { has_character_flag = converted_culture_this_lifetime }
}
}
cost = {
prestige = {
value = convert_to_local_culture_base_cost
if = { # Cheaper to convert to a hybrid culture made from your culture
limit = {
capital_province.culture = {
any_parent_culture = {
this = root.culture
}
}
}
multiply = 0.5
}
# Similarities in culture
if = {
limit = {
capital_province.culture = {
has_same_culture_ethos = root.culture
}
}
multiply = 0.75
}
if = {
limit = {
capital_province.culture = {
has_same_culture_heritage = root.culture
}
}
multiply = 0.75
}
if = {
limit = {
capital_province.culture = {
has_same_culture_language = root.culture
}
}
multiply = 0.5
}
if = {
limit = {
NOT = {
capital_province.culture = {
has_same_culture_martial_tradition = root.culture
}
}
}
multiply = 1.25
}
if = {
limit = {
culture = {
has_cultural_parameter = expensive_convert_to_local_culture
}
}
multiply = 3
}
if = {
limit = {
culture = {
has_cultural_parameter = cheaper_convert_to_local_culture
}
}
multiply = 0.25
}
else_if = {
limit = {
NOT = {
government_has_flag = government_is_nomadic
}
has_trait = nomadic_philosophy
}
multiply = 0.25
}
# Account for struggle phase.
if = {
limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
multiply = 0.25
}
# Make sure it's never dumb numbers.
min = 25
}
}
effect = {
if = {
limit = {
culture = {
has_cultural_parameter = less_likely_to_culture_convert
}
OR = {
has_trait = compassionate
has_trait = gregarious
has_trait = diligent
has_trait = fickle
has_trait = humble
has_trait = trusting
}
}
add_stress = medium_stress_gain
}
else_if = {
limit = {
culture = {
has_cultural_parameter = less_likely_to_culture_convert
}
}
add_stress = major_stress_gain
}
# Struggle Catalysts
if = {
limit = {
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_convert_local_culture_faith
is_culture_involved_in_struggle = root.capital_province.culture
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_convert_local_culture_faith
character = root
}
}
}
convert_family_culture_and_notify_vassals_effect = {
CONVERTER = root
OLD_CULTURE = root.culture
NEW_CULTURE = capital_province.culture
}
}
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
is_playable_character = yes
culture != capital_province.culture
is_landless_adventurer = no
}
ai_will_do = {
base = 3
modifier = { # If your liege is the same culture as your capital, better get on with it! This should combat scattered wrong-culture Counts and such.
add = 77
capital_province.culture = liege.culture
}
modifier = { # Motivate vassals to assimilate if they are different culture from their liege. If they can't curry their liege's favor, better get the peasants on your side at least...
add = 27
NOR = {
culture = capital_province.culture
culture = liege.culture
}
}
# Reduced chance for every vassal who has your old culture
modifier = {
factor = {
value = 1
every_vassal = {
limit = {
OR = {
highest_held_title_tier = tier_kingdom
highest_held_title_tier = tier_duchy
AND = {
root = {
highest_held_title_tier = tier_duchy
}
primary_title.tier = tier_county
}
}
culture = root.culture
}
add = -0.3
}
}
}
modifier = { # This factor 0 is not misplaced; Loyal Subjects should not culture convert unless it's to a hybrid!
factor = 0
top_liege != this
exists = liege
culture != liege.culture
culture = {
has_cultural_tradition = tradition_loyal_soldiers
}
}
modifier = { # You're an independent count that has become landed somewhere, as you can't increase acceptance, it's best to assimilate.
add = 200
top_liege = this
primary_title.tier = tier_county
domain_size <= 3
culture = {
NOR = {
has_cultural_parameter = easier_to_hybridize # Not for hybrid-loving cultures
has_cultural_parameter = expensive_convert_to_local_culture # Nor staunch traditionalists
}
cultural_acceptance = { target = root.capital_province.culture value < 50 }
}
}
modifier = { # Do convert to hybrids of your own culture
add = 200
capital_province.culture = {
is_hybrid_culture = yes
any_parent_culture = {
this = root.culture
}
}
}
modifier = { # Farewell, norse culture (unless the player is running a norse empire)
add = 200
OR = {
top_liege = this
AND = {
top_liege != this
NOT = {
any_liege_or_above = {
culture = culture:norse
}
}
}
}
culture = culture:norse
capital_province.culture = {
OR = {
this = culture:swedish
this = culture:norwegian
this = culture:danish
}
}
}
modifier = { # Iberian Struggle modifiers
any_character_struggle = {
involvement = involved
}
add = {
value = 0
if = {
limit = {
any_character_struggle = {
phase_has_catalyst = catalyst_convert_local_culture_faith
}
has_character_flag = agenda_towards_escalation
}
add = -300
}
else_if = { # Slight boost, so players can't exploit landing lots of characters to bump catalyst progress
limit = {
any_character_struggle = {
phase_has_catalyst = catalyst_convert_local_culture_faith
}
}
add = 20
}
}
}
modifier = { # If you're the same culture as your liege, and your Capital is in a Duchy with your culture in it, never convert
factor = 0
top_liege != this
exists = liege
culture = liege.culture
capital_province.duchy = {
any_in_de_jure_hierarchy = {
tier = tier_county
any_county_province = {
culture = root.culture
}
}
}
}
modifier = { # If your capital borders a province with the correct culture, do not convert
factor = 0
top_liege != this
exists = liege
culture = liege.culture
capital_province.county = {
any_neighboring_county = {
any_county_province = {
culture = root.culture
}
}
}
}
modifier = { # If your liege is your parent, do not convert
factor = 0
top_liege != this
exists = liege
culture = liege.culture
OR = {
liege = root.mother
liege = root.father
}
}
# Some cultures should not assimilate to certain others
modifier = {
factor = 0
has_culture = culture:andalusian
capital_province = {
culture = { has_cultural_pillar = heritage_iberian }
}
NOT = {
capital_province = {
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
}
}
modifier = {
factor = 0
culture = { has_cultural_pillar = heritage_iberian }
capital_province.culture = culture:andalusian
}
# Don't overwrite historically scripted developments
modifier = {
factor = 0
OR = {
has_culture = culture:norman
has_culture = culture:english
}
capital_province.culture = culture:anglo_saxon
}
modifier = {
factor = 0
has_culture = culture:turkish
capital_province = {
culture = {
OR = {
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
}
}
}
NOT = {
capital_province = {
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
}
}
modifier = {
factor = 0
has_culture = culture:turkish
primary_title.tier >= tier_empire
}
modifier = {
factor = 0
OR = {
has_title = title:k_jerusalem
has_title = title:e_outremer
any_liege_or_above = {
OR = {
has_title = title:k_jerusalem
has_title = title:e_outremer
}
}
}
NOR = {
capital_province = { # Convert to Hybrids of your culture in the Holy Land
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
AND = {
top_liege != this
exists = liege
capital_province.culture = liege.culture
}
}
}
modifier = {
factor = 0
has_title = title:e_latin_empire
NOT = {
capital_province = {
culture = {
is_hybrid_culture = yes
any_parent_culture_or_above = {
this = root.culture
}
}
}
}
}
# Scots needs a bit of help to dominate as it did historically
modifier = {
factor = 0
has_culture = culture:scottish
capital_province.culture = culture:gaelic
}
# Pictish should usually disappear
modifier = {
factor = 0
has_culture = culture:gaelic
capital_province.culture = culture:pictish
}
# Don't go back on a previous conversion
modifier = {
factor = 0
has_character_flag = converted_culture_this_lifetime
}
#Some traditions reeeallly don't like doing this
modifier = {
factor = 0.1
culture = {
OR = {
has_cultural_parameter = less_likely_to_culture_convert
has_cultural_parameter = expensive_convert_to_local_culture
}
}
}
}
}
### Have the Realm Embrace Local Traditions ###
assimilate_local_traditions_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds"
}
sort_order = 75
desc = assimilate_local_traditions_decision_desc
selection_tooltip = assimilate_local_traditions_decision_tooltip
is_shown = {
culture = culture:norse
is_landed = yes
primary_title.tier > tier_barony
culture != capital_province.culture
NAND = {
is_ai = yes
OR = {
has_character_flag = converted_culture_this_lifetime
has_character_flag = converted_culture_this_lifetime_ai
}
}
}
is_valid_showing_failures_only = {
top_liege = this
is_physically_able_adult = yes
is_at_war = no
custom_description = {
text = can_only_change_culture_once
NOT = { has_character_flag = converted_culture_this_lifetime }
}
capital_province = {
NOT = {
geographical_region = world_europe_north
}
}
}
cost = {
prestige = {
value = 300
if = {
limit = {
is_ai = yes
capital_province = {
geographical_region = world_europe_east
}
}
multiply = 0
}
# Account for struggle phase.
if = {
limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
multiply = 0.25
}
# Make sure it's never dumb numbers.
min = 25
}
}
effect = {
norse_assimilate_local_traditions_effect = {
CONVERTER = root
OLD_CULTURE = root.culture
OLD_FAITH = root.faith
NEW_CULTURE = capital_province.culture
NEW_FAITH = capital_province.faith
}
}
ai_check_interval_by_tier = {
barony = 0
county = 60
duchy = 60
kingdom = 60
empire = 60
hegemony = 60
}
ai_potential = {
culture = culture:norse
is_playable_character = yes
culture != capital_province.culture
}
ai_will_do = {
base = 100
# Don't do it too early
modifier = {
factor = 0
NOT = {
primary_title.title_held_years > 30
}
}
# Don't do it if you're zealous
modifier = {
factor = 0
has_trait = zealous
capital_province.faith != root.faith
}
# Historical Exceptions
modifier = {
add = 100
capital_province = {
geographical_region = world_europe_east
}
}
}
}

View file

@ -599,6 +599,7 @@ landless_minority_government = {
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
landless_can_be_vassalised
government_is_landless_minority
has_unique_government_perks
}

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