Common folder updating pt 2

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trashmasteruni 2025-12-05 12:22:06 +01:00
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my_government = {
### brief: government_rules ( enum bitmask container )
# Properties of a government type that referenced in code and also
# can be tested by government_allows/disallows triggers.
# The example value is the default assigned value for the flag.
# All of these are referenced in code.
#
# Note: these are also supported outside of this data structure for
# the duration of Roads to Power, but this functionality is
# deprecated.
#
government_rules = {
### brief: create_cadet_branches ( bool )
# Should rulers be able to create cadet branches
#
create_cadet_branches = no
### brief: religious ( bool )
# Should rulers be considered clergy
#
religious = no
### brief: court_generate_spouses ( bool )
# Should new realm get suitable spouses as courtiers
#
court_generate_spouses = yes
### brief: council ( bool )
# The council is available for this ruler
#
council = yes
### brief: rulers_should_have_dynasty ( bool )
# Rulers of this government type generate a dynasty
#
rulers_should_have_dynasty = no
### brief: regiments_prestige_as_gold ( bool )
# Is this govenmnet type using prestige to buy and reinforce
# MaA Regiments? ( mainteance still costs gold ).
#
regiments_prestige_as_gold = no
### brief: dynasty_named_realms ( bool )
# Allow using dynasty name as realm name
#
dynasty_named_realms = no
### brief: legitimacy ( bool )
# Rulers can have legitimacy if there's one valid for them
#
legitimacy = yes
### brief: administrative ( bool )
# Rule control several admin government mechanics:
# - Top liege can have landless vassal who are house heads of
# noble families.
# - Allow hiring and usage of MaA that belong to a title
#
# Requires the dlc_flag admin_gov
#
administrative = no
### brief: admin_allows_holding_multiple_primary_tier_titles ( bool )
# Allows administrative rulers to hold multiple primary tier titles
# - Only valid with admin government types ( administrative = yes )
# - Only checked during the following title transfer types:
# - appointment
# - appointment_succession
# - stepped_down
#
admin_allows_holding_multiple_primary_tier_titles = no
### brief: landless_playable ( bool )
# Allow rulers be playable even when they don't have any county
#
# Requires the dlc_flag landless_playable
#
landless_playable = no
### brief: allow_out_of_realm_inheritance ( bool )
# default is no.
#
allow_out_of_realm_inheritance = no
### brief: use_as_base_on_landed ( bool )
# Switch to this government type when obtaining your first title (becoming landed) if the old holder of the title
# was this government type
#
use_as_base_on_landed = no
### brief: use_as_base_on_rank_up ( bool )
# Switch to this government type when independent ruler gets higher tier top tier title from
# independent ruler with this government type
#
use_as_base_on_rank_up = no
### brief: conditional_maa_refill ( bool )
# Maa won't normally reinforce, unless they meet specific
# condition in MaA type trigger. Make sure only a very small
# number of rulers use this option, because it can negatively
# affect performance. Rulers with this government flag also
# do not pay upkeep for their MAAs.
#
conditional_maa_refill = no
### brief: mercenary ( bool )
# Can unlanded rulers with this government type offer
# themselves up as mercenaries for landed rulers that are at
# war? The mercenary company government type is explicitly NOT
# using this rule, as it has separate handling.
#
# Note: this is not the same as the government flag
# government_is_mercenary, which is referring specifically to
# the mercenary company government type.
#
mercenary = no
### brief: state_faith ( bool )
# Uses state faith.
# Default is no.
#
state_faith = no
## brief: treasury ( bool )
# Uses the Imperial Treasury resource
# Default is no
treasury = no
## brief: merit ( bool )
# Uses the Merit resource
# Default is no
merit = no
## brief: uses_county_fertility ( bool )
# Default is no.
#
uses_county_fertility = no
## brief: replenishes_county_fertility ( bool )
# Default is no.
#
replenishes_county_fertility = no
## brief: obedience ( bool )
# Uses obedience.
# Default is no.
#
obedience = no
## brief: uses_culture_and_house_head_named_realms ( bool )
# Default is no.
#
uses_culture_and_house_head_named_realms = no
## brief: sticky_government ( bool )
# Default is no.
#
sticky_government = no
## brief: subject_men_at_arms ( bool )
# Default is no.
#
subject_men_at_arms = no
### brief: use_title_tier_modifiers ( bool )
# Enable passive prestige gain from held titles and title tier modifiers
# Default is yes.
#
use_title_tier_modifiers = yes
### brief: inherit_from_dynastic_government ( bool )
# All governments are split in 2 groups - strong dynastic and non-dynastic ones
# Rulers from different dynastic governments can freely inherit from other dynastic governments
# Rulers from non-dynastic governemnt can't inherit from a dynastic one
# Many non-dynastic governments are unplayable, so it prevents game over
# Other non-dynastic governments are considered more advanced, and this prevents inferior
# dynastic governments from stealing land and non-dynastic vassals via inheritance
# Default is yes.
#
inherit_from_dynastic_government = yes
### brief: dynasty_named_realms ( bool )
# The realm of the government using this will have it's map name instead be based on their
# dynasty and culture - the following rules apply
# (In this example we use the mongols of the dynasty Borjigin)
# If you are the culture head - you would be The Mongols
# If you're not the culture head - but you're the head of your dynasty - you would be The Borjigin Mongols
# If you're neither - you would have your normal map name
# Default is no.
#
dynasty_named_realms = no
### brief: deny_powerful_vassal ( bool )
# Characters with this government rule will never become powerful vassals
# Default is no.
#
deny_powerful_vassal = no
### brief: use_maa_maintenance ( bool )
# Characters with this government rule will always pay maintenance on MaA
# Default is yes.
#
use_maa_maintenance = yes
### brief: no_capital_movement_cooldown ( bool )
# Default is no.
#
no_capital_movement_cooldown = no
## TODO_TGP add description
#
redirects_wars_to_overlord = no
### brief: noble_families ( bool )
# Default is no.
#
noble_families = no
### brief: house_aspirations ( bool )
# Use house aspirations or family attributes
# Default is no.
#
house_aspirations = no
## brief: replace_gold_cost_by_treasury (bool)
# This government pays for state expenses with treasury instead of gold. Requires the treasury flag to be set as well.
# Affected areas: title creation, holding buildings, mercenaries, title regiments..
# default is no
#
replace_gold_cost_by_treasury = no
### brief: block_alliance_child_marriage (bool)
# Government flag which disables alliances from childrens' weddings
# Default is no
#
block_alliance_child_marriage = no
### brief: block_alliance_non_dominant_gender_child_marriage (bool)
# Government flag which disables alliances from non-dominant childrens' weddings
# Default is no
#
block_alliance_non_dominant_gender_child_marriage = no
### brief: always_use_patronym ( bool )
# Patronyms will display for characters if either their Culture or
# Government has this. Default is no.
#
always_use_patronym = no
### brief: affected_by_development ( bool )
# Are the counties with owners with this government type affected
# by development.
#
affected_by_development = yes
### brief: noble_families (bool)
# Does this government type allow the existence of Noble Family Titles?
# Default is no.
#
noble_families = no
### brief: considers_piety_for_title_creation ( bool )
# Considers characters piety for title creation.
# Default is no
#
considers_piety_for_title_creation = no
### brief: ask_for_tribute ( bool )
# Can ask other characters to become tributary.
# Shows tributarization_chance map mode in Realm window
# Uses offer_tributary_status_interaction interaction
# Default is no
#
ask_for_tribute = no
### brief: barter ( bool )
# Enables the bartering system
# Default is no
#
barter = no
### brief: buildings (bool)
# Can characters of this government build buildings in their Holdings?
# Default is yes
#
buildings = yes
### brief: count_tributaries_for_title_requirements (bool)
# characters of this government will consider their tributaries' land as well
# when evaluating if they have enough land to create or usurp a title.
#
# you always need at least one dejure county.
#
# Default is no
#
count_tributaries_for_title_requirements = no
### brief: radiance (bool)
# characters of this government will have access to the Radiance mechanics
# Default is no
#
radiance = no
### Brief: disable_regnal_numbers (bool)
# Will this government disable regnal numbers for titles held by people with the same name
# throughout its history? Default is no.
disable_regnal_numbers = no
}
### mechanic_type ( government type )
# Specifies to what "family" of government does this government belong.
# Not all governments must specify one. This flag is used in Code for some specific checks
# (such as creation of Nomad titles for Nomad rulers). Not set by default.
#
# Supported values:
# * feudal
# * mercenary
# * holy_order
# * clan
# * theocracy
# * administrative
# * landless_adventurer
# * herder
# * nomad
# * mandala
#
mechanic_type = <unset>
### is_mechanic_type_default (bool)
# Should this government be the default of its type? This will be used
# when spawning new characters or changing government.
# Only one government per mechanic_type (described above) should be marked as default.
# All government types listed above should have one default.
# default is no
#
is_mechanic_type_default = no
### brief: fallback ( integer )
# At least one government should be scripted as fallback, fallback
# governments will be selected in order of priority (1 is selected
# over 2), used when lacking other selection and when populating
# the map with holdings but no county holder exists. This value
# will define this government's priority as a fallback when other
# government types are invalid.
#
fallback = 0
### brief: can_get_government ( trigger )
# Trigger in character scope; checked when landed to see if it is
# an appropriate government. If failed, won't get this government
# (fallback will be used even if this fails if no other government
# is valid)
#
# Supported scopes:
# root: ( Character )
# Character being evaluated for the government type
#
can_get_government = { ... }
### brief: can_move_realm_capital ( trigger )
# Checked when attempting to move realm capital to see if this
# government type allows that ruler to move it.
#
# Default behaviour:
# Rulers are, if nothing is defined, allowed to move their realm capital.
#
# Supported scopes:
# root: ( Character )
# The ruler of the realm with this government type.
can_move_realm_capital = { ... }
### brief: primary_holding ( database key )
# What is the primary holding type of this government type? Key is
# mapped to the holdings database: common/holdings/
#
primary_holding = castle_holding
### brief: valid_holdings ( array of database keys )
# Holdings that can be held directly by rulers of this government
# type. The primary holding is always valid. Keys are mapped to the
# holdings database: common/holdings/
#
valid_holdings = { church_holding }
### brief: required_county_holdings ( array of database keys )
# Which holdings must be present in a county before more of an
# existing type or others can be built. Keys are mapped to the
# holdings database: common/holdings/
#
required_county_holdings = { castle_holding city_holding }
### brief: generated_character_template ( database key, optional )
# Which scripted character template should be the default used to
# generate characters for this government type? If none is defined,
# a generic random character will be created. Keys are mapped to
# the scripted character template database:
# common/scripted_character_templates
# Default: none
#
generated_character_template = herder_character
### brief: primary_heritages ( array of database keys )
# A list of heritages for which this government type is valid and
# preferred. If both primary_cultures and primary_heritages are
# empty, there are no cultural restrictions or preferences. Keys
# are mapped to all entries within common/culture/pillars with the
# heritage type.
#
primary_heritages = { ... }
### brief: preferred_religions ( array of database keys )
# A list of religions for which this government type is preferred.
# Keys are mapped to common/religion/religions
#
preferred_religions = { ... }
### brief: court_generate_commanders ( integer / bool )
# Should commanders be generated in courts of this government? Can
# use a multiplier to the default number.
# yes = 1, no = 0
#
court_generate_commanders = yes / no / [0, int_max]
# brief: supply_limit_mult_for_others ( fixed point )
# Army owners of different govenment type have this multiplier
# applied to the supply limit
#
supply_limit_mult_for_others = 0
### brief: prestige_opinion_override ( array of int )
# Override for the opinion bonus that prestige levels gain, number
# of values should match the define in NCharacterOpinion::
# PRESTIGIOUS
#
prestige_opinion_override = { -20 10 ... }
### brief: royal_court ( enum )
# Should this government allow having a royal court for the ruler and their vassals
# if of the correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER
# none ( default ) - rulers of this government type can't have royal court, no limit on vassals
# any - rulers do have royal court, no limit on vassals
# top_liege - only independent rulers can have royal court. Any vassals on any government type can't have royal court
#
royal_court = none / any / top_liege
### brief: blocked_subject_courts (government_type)
# prevents any vassals of the listed types from having their own royal court in tandem with the restrictions from royal_court
# if left empty or not present no special restrictions will be set on vassal courts other than those specified by royal_court
#
blocked_subject_courts = { government_type_key ... }
### brief: main_administrative_tier ( enum )
# Title tier that enables most administrative mechanics
# Such as title troops, map modes etc
#
main_administrative_tier = county / duchy / kingdom
### brief: min_appointment_tier ( enum )
# Title tier that enables appointment succession mechanics
#
min_appointment_tier = county / duchy / kingdom
### brief: minimum_provincial_maa_tier ( enum )
# Lowest title tier allowed to have title troops.
# This should only be set for administrative government types.
# Will default to 'duchy' if not set.
#
minimum_provincial_maa_tier = county / duchy / kingdom
### brief: title_maa_setup ( enum )
# Which titles within the Administrative government type can create title troops
# main_administrative_tier_and_top_liege - (default) Main administrative tier (see above) titles, and the top liege primary title
# vassals_and_top_liege - Titles that are the main administrative tier or above, and the top liege primary title
# top_vassals_and_top_liege - Titles that are directly under the top liege, and the top liege primary title
title_maa_setup = main_administrative_tier_and_top_liege
### brief: vassal_contract ( array of database keys )
# Vassal obligations, how much does the vassal give to their liege.
# The vassal's government type determines which contract type is
# used.Note that the values can be changed with the
# vassal_tax_contribution_add and vassal_levy_contribution_add
# modifiers. Key are mapped to the vassal contracts database:
# common/vassal_contracts/
#
vassal_contract = {
# List of vassal contract types
}
### brief: house_unity ( database key, optional )
# Database key pointing to a configuration of house unity this
# government uses if applicable. Key is mapped to
# common/house_unities
#
house_unity = house_unity_key
### brief: domicile_type ( database key, optional )
# Database key pointing to a configuration of domicile this
# government uses if applicable. Key is mapped to
# common/domiciles
#
domicile_type = domicile type key
### brief: opinion_of_liege ( scripted value, optional )
# An opinion bonus or malus that the vassal may have related to their liege, specific to this vassal's government type.
# Supported variables:
# liege
# vassal
#
opinion_of_liege = { value ... }
### brief: opinion_of_liege_desc ( dynamic description, optional )
# Dynamic description related to the opinion_of_liege above. Please fill this in if defining a custom opinion_of_liege
# Supported variables:
# liege
# vassal
#
opinion_of_liege_desc = { dynamic_desc ... }
### brief: opinion_of_suzerain ( scripted value, optional )
# An opinion bonus or malus that the tributary may have related to their suzerain, specific to this vassal's government type.
# Supported variables:
# suzerain
# tributary
#
opinion_of_suzerain = { value ... }
### brief: opinion_of_suzerain_desc ( dynamic description, optional )
# Dynamic description related to the opinion_of_suzerain above. Please fill this in if defining a custom opinion_of_suzerain
# Supported variables:
# suzerain
# tributary
#
opinion_of_suzerain_desc = { dynamic_desc ... }
### brief: opinion_of_overlord ( scripted value, optional )
# An opinion bonus or malus that the subjects may have related to their overlord, specific to this subject's government type.
# Note: If should apply to both liege and suzerain, use this instead
#
# Supported variables:
# overlord
# subject
#
opinion_of_overlord = { value ... }
### brief: opinion_of_overlord_desc ( dynamic description, optional )
# Dynamic description related to the opinion_of_overlord above. Please fill this in if defining a custom opinion_of_overlord
# Note: If should apply to both liege and suzerain, use this instead
#
# Supported variables:
# overlord
# subject
#
opinion_of_overlord_desc = { dynamic_desc ... }
## brief: currency_levels_cap
# 0-based index of the max piety / prestige / merit / influence level this government allows. defaults are defined in defines.txt
# The character's level cap will be limited by this value if lower than the default, but otherwise needs modifiers to be higher.
# Use character_max_[piety/prestige/influence/merit]_level_add to add and remove levels to the default one and alter their max level cap.
# See the paragraph "Currency Level Cap Explained" below for a detailed rundown of how this system works
#
currency_levels_cap = {
piety = 5
prestige = 5
influence = 5
merit = 9
}
### brief: compatible_government_type_succession (government_type)
# in specific cases (such as when evaluating if a character is eligible for succession in an admin government)
# this government type also allows the listed government types to be valid candidates. Normally it's only characters
# of the same government that can be appointed
#
compatible_government_type_succession = { government_type_key ... }
### brief: ai
# Overrides for some AI functionaltiy when held by an AI with this
# government type. Note that some features might be disabled for
# other reasons (e.g. if not independent, if below a certain tier).
#
ai = {
### brief: use_lifestyle ( flag )
# Whether or not the AI checks for lifestyles.
#
use_lifestyle = yes
### brief: arrange_marriage ( flag )
# Actively arrange marriages. Can still receive marriage
# requests if disabled.
#
arrange_marriage = yes
### brief: use_goals ( flag )
# Use longterm goals (build holdings, perform major decisions,
# etc)
#
use_goals = yes
### brief: use_decisions ( flag )
# Use minor decisions.
#
use_decisions = yes
### brief: use_scripted_guis ( flag )
# Will evaluate using scripted guis.
#
use_scripted_guis = yes
### brief: use_legends ( flag )
# Will create and promote legends.
#
use_legends = yes
### brief: perform_religious_reformation ( flag )
#
perform_religious_reformation = yes
### brief: use_great_projects (flag)
# Will evaluate founding new Great Projects and contributing to existing ones
#
use_great_projects = no
}
### brief: character_modifier ( modifiers )
# Modifier applied to the ruler character with this government type.
#
character_modifier = {}
### brief: top_liege_character_modifier ( modifiers )
# Modifier applied to the ruler character with this government type, if they are an independent top liege.
# This applied on top of the regular 'character_modifier' above.
#
top_liege_character_modifier = {}
### brief: color ( vector 3 )
# Color for map mode
#
color = { 100 100 100 }
##############
### AI
##############
### brief: ai_ruler_desired_kingdom_titles (scripted value)
# How many kingdom titles would the a ruler with this government want to keep for themselves?
# They will try to give away excess kingdoms until they are at the specified value.
# A negative value will make the AI keep all titles.
# Default value is defined as AI_RULER_DESIRED_KINGDOM_TITLES_DEFAULT
#
# root = the ruler
ai_ruler_desired_kingdom_titles = -1
### brief: ai_ruler_desired_empire_titles (scripted value)
# How many empire titles would a ruler with this government want to keep for themselves?
# They will try to give away excess empires until they are at the specified value.
# A negative value will make the AI keep all titles.
# Default value is defined as AI_RULER_DESIRED_EMPIRE_TITLES_DEFAULT
#
# root = the ruler
ai_ruler_desired_empire_titles = -1
### brief: ai_can_reassign_council_positions (trigger)
# Should an AI ruler with this government be allowed to reassign council positions? Default is yes
#
# root = the council owner
#
ai_can_reassign_council_positions = { ... }
### brief: flags ( parameter list )
# List of flags this government uses. Can be defined as any string
# that can be referenced by government_has_flag = some_flag.
#
flags = {
some_flag
some_other_flag
}
}
Allowed Modifiers
=================
Modifiers referenced by a government object can be only generic
(hardcoded) modifiers, or modifiers generated from the following
databases:
- schemes
- holdings
- lifestyles
- regions
Other generated modifiers are _not_ allowed, such as those from other
governments, men_at_arms_types, cultures, or terrain types.
###
### Currency Level Cap Explained
###
# Characters' maximum achievable levels for Prestige, Piety, Influence and Merit depend on 4 sources:
# * the default maximum level, defined in 00_define.txt
# * the list of level tiers, also defined in 00_define.txt
# * the cap specified in their government
# * the modifiers applied to the Character
#
# Considering Piety for instance, a Character's maximum Level of Devotion depends on:
# * NCharacter.DEFAULT_PIETY_LEVEL_CAP (5)
# * the list of Devotion points needed to achieve every level (NCharacter.LEVELS_PIETY), which has 8 entries
# * the default currency_level_cap.piety for a government is equal to DEFAULT_PIETY_LEVEL_CAP (5), but for Mandala governments this is set to 8.
# This means Characters with the Mandala government type will eventually be able to raise their maximum Level of Devotion to Godlike.
# * the relevant modifier is character_max_piety_level_add
#
# Every Character's maximum Level of Devotion starts at their default (5), but it can be increased or decreased by character_max_piety_level_add.
# However it can never be higher than the cap specified by their Government.
#
# Some fictional examples follow. Imagine that:
# * there is a followed_by_the_masses modifier that gives character_max_piety_level_add = 1
# * there is a excommunicated modifier that gives character_max_piety_level_add = -2
# * there is a god_incarnate modifier that gives character_max_piety_level_add = 10
# * the Feudal government has default Piety level cap, while the Mandala government has Piety level cap set to 8.
# * a fictional Unpious government type has a piety cap set at 3.
#
# * a Mandala ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 6 (5 + 1, capped at 8 due to Mandala level cap)
# * a god_incarnate Mandala ruler will have a maximum achievable Level of Devotion of 8 (5 + 10, capped at 8 due to Mandala level cap)
# * a Feudal ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 5 (5 + 1, capped at 5 due to Feudal level cap)
# * an Unpious ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 3 (5 + 1, capped at 3 due to Unpious level cap)
# * an excommunicated Feudal ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 4 (5 + 1 - 2)
# * an excommunicated Unpious ruler will still have a maximum achievable Level of Devotion of 3 (5 - 2, capped at 3)
# * an excommunicated Mandala ruler will have a maximum achievable Level of Devotion of 3 (5 - 2)
# * a god_incarnate excommunicated Mandala ruler will have a maximum achievable Level of Devotion of 8 (5 + 10 - 2, capped at 8)

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title_succession_laws = {
# Default Feudal Elective
feudal_elective_succession_law = {
can_have = {
government_has_flag = government_is_feudal
highest_held_title_tier >= tier_county
NOR = { #Cultures have their special flavor.
culture = { has_cultural_parameter = witenagemot_succession_enabled }
culture = { has_cultural_parameter = scandinavian_elective_enabled }
culture = { has_cultural_parameter = tribal_elective_enabled } #FP3 addition
}
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = feudal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# HRE Succession
princely_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
highest_held_title_tier = tier_empire
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
this = title:e_hre
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = princely_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
modifier = {
vassal_limit = 20
minority_opinion = -15
}
revoke_cost = {
prestige = change_hre_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Witenagemot
saxon_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = witenagemot_succession_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = saxon_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Thing
scandinavian_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = scandinavian_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = scandinavian_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Tanistry
gaelic_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
custom_description = {
OR = {
culture = { has_cultural_pillar = heritage_brythonic }
culture = { has_cultural_pillar = heritage_goidelic }
}
text = succession_laws_must_have_valid_tanistry_culture
}
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = gaelic_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Jirga elective
tribal_elective_succession_law = { #FOR FP3
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = tribal_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = tribal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Player Heir
temporal_head_of_faith_succession_law = {
can_title_have = {
is_temporal_head_of_faith_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
custom_description = {
text = succession_laws_must_not_be_temporal
is_temporal_head_of_faith_trigger = no
}
}
succession = {
order_of_succession = player_heir
}
}
# Noble Family Succession
noble_family_succession_law = {
can_title_have = {
is_noble_family_title = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
always = no
}
succession = {
order_of_succession = noble_family
title_division = single_heir
}
flag = can_designate_heirs
}
# Law of the Land Title Succession
# Applied in on_title_gain when a county title's capital province has required heir government types defined and the new holder does not meet the requirement.
law_of_the_land_succession_law = {
can_title_have = {
tier = tier_county
title_province = {
holding_type = {
has_required_heir_governments = yes
NOT = {
any_required_heir_government_type = {
this = root.holder.government_type
}
}
}
}
}
# Never show this in the UI, just apply it through script
should_show_for_title = { always = no }
can_remove_from_title = { always = no }
succession = {
order_of_succession = generate_from_template
}
}
#Confederation elective
confederation_elective_succession_law = {
can_title_have = {
tier >= tier_kingdom
}
should_show_for_title = {
has_variable = confederation_culture
}
succession = {
order_of_succession = election
election_type = confederation_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
revoke_cost = {
prestige = {
value = change_title_succession_law_prestige_cost
multiply = 8
if = {
limit = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
}
multiply = 0.1
}
}
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Celestial Ministry Succession
celestial_ministry_appointment_succession_law = {
can_have = {
government_has_flag = government_is_celestial
}
can_pass = {
}
can_title_have = {
OR = {
this = title:e_minister_chancellor
this = title:e_minister_censor
this = title:e_minister_of_personnel
this = title:e_minister_of_revenue
this = title:e_minister_of_rites
this = title:e_minister_of_war
this = title:e_minister_of_justice
this = title:e_minister_of_works
}
}
can_realm_have = {
always = no
}
can_remove_from_title = {
custom_tooltip = {
text = celestial_ministry_appointment_cannot_remove_desc
always = no
}
}
succession = {
order_of_succession = appointment
appointment_type = celestial_minister
}
modifier = {
celestial_government_opinion = 5
}
flag = appointment_type_succession
}
# Celestial Grand Marshal Succession
celestial_grand_marshal_appointment_succession_law = {
can_have = {
government_has_flag = government_is_celestial
}
can_pass = {
}
can_title_have = {
this = title:e_minister_grand_marshal
}
can_realm_have = {
always = no
}
can_remove_from_title = {
custom_tooltip = {
text = celestial_ministry_appointment_cannot_remove_desc
always = no
}
}
succession = {
order_of_succession = appointment
appointment_type = celestial_military_governor
}
modifier = {
celestial_government_opinion = 5
}
flag = appointment_type_succession
}
}

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##############################################################
# Structure
##############################################################
struggle_name = {
# Path to illustration shown in the situation list window
illustration = "path/to/image.dds"
# Foldable situation group type where to put this situation in the gui.
# Defaults to the 'struggles' group.
situation_group_type = <key>
# The order that the situation should show up within its situation group in the gui.
# Higher number is sorted first, tie breaking is on definition order if same sort order.
# Defaults to 0.
sort_order = integer
### List of Culture and/or Faiths considered as part of the Struggle from the beginning and independently of the involvement prerequisites
cultures = {}
faiths = {}
regions = {}
# The conditions that a culture or a faith must fulfil to be considered as part of the Struggle. If empty, no new Cultures or Faiths can become involved.
# Min ratio of total counties that should be inside the struggle region in order a culture and faith to get involved
involvement_prerequisite_percentage = 0.8 # a culture of faith is involved if %80 of total number of counties belonging to it are inside the struggle region
# How many days before the new phase starts once the threshold is reached
# If the value is defined then PHASE_TRANSITION_DURATION is going to be used instead
transition_state_duration = { days/weeks/months/years = x }
# There has to be at least one.
phase_list = {
struggle_phase_name = {
# There has to be at least one.
future_phases = {
struggle_iberia_phase_hostility = {
default = yes
#these should be defined in common/struggle/catalyst
catalysts = {
catalysts_betrayed_alliance = 25
catalysts_something_something = 30
}
}
struggle_iberia_phase_tension = { }
}
war_effects/culture_effects/faith_effects/other_effects = {
name = localization_key # The key is used in tooltips
common_parameters = {} # Parameters that generally affect everyone in the Struggle. (For grouping effect descriptions)
involved_parameters = {} # Parameters that affect Involved in the Struggle. (For grouping effect descriptions)
interloper_parameters = {} # Parameters that affect Interlopers in the Struggle. (For grouping effect descriptions)
uninvolved_parameters = {} # Parameters that affect Uninvolved in the Struggle. (For grouping effect descriptions)
involved_character_modifier = { # Character Modifiers applied on involved characters
}
interloper_character_modifier = { # Character Modifiers applied on interloper characters
}
involved_doctrine_character_modifier = { # Applied to involved characters if they have the given doctrine
doctrine = doctrine_theocracy_lay_clergy
same_faith_opinion = 3
}
interloper_doctrine_character_modifier = { # Applied to interloper characters if they have the given doctrine
doctrine = doctrine_theocracy_lay_clergy
same_faith_opinion = 3
}
all_county_modifier = { # County Modifiers applied to all Involved County within the struggle
}
involved_county_modifier = { # County Modifiers applied to all the Involved County owned by involved characters
}
interloper_county_modifier = { # County Modifiers applied to all the Involved County owned by interloper characters
}
uninvolved_county_modifier = { # County Modifiers applied to all the Involved County owned by uninvolved characters
}
# At least one Phase needs to have an Ending Decision.
ending_decisions = { }
}
}
struggle_phase_based_phase_example = {
# If the duration is not set then POINT_BASED_PHASE_DEFAULT_DURATION is going to be used as the default value
# Duration should be greater or equal 1
duration = {
points = 10
}
}
struggle_time_based_phase_example = {
# If the duration is not set then it's going to be considered as point-based phase
duration = {
days/weeks/months/years = x
}
}
struggle_ending_phase_example = {
# Ending phase should not have either ending decisions or modifiers or next phases. If there are any all of them will be ignored
# Root = struggle
on_start = {
# The effect is called as soon a struggle moves into ending phase.
}
}
}
# There has to be at least one.
start_phase = struggle_iberia_phase_opportunity
# Root = struggle
on_start = {}
# Root = struggle
on_end = {}
# Root = struggle
on_change_phase = {}
# Root = character (who has gone from uninvolved to interloper/involved in the struggle)
on_join = {}
# Root = struggle
on_monthly = {}
}

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key = {
movement_speed = 1 # Speed on this type of terrain
attacker_modifier = {} # Modifiers for the attackers in a combat. See note on allowed modifiers below.
defender_modifier = {} # Modifiers for the defender in a combat. See note on allowed modifiers below.
attacker_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
defender_combat_effects = {} # Combat effect for the attackers. Look for common/combat_effects/_combat_effects.info for more information on how script this one.
color = { r g b } # Terrain color for the terrain type map mode
combat_width = 1 # Multiplier on the combat width
audio_parameter = 0 # Used to check the audio to play
province_modifier = {} # Modifier applied to the province. See note on allowed modifiers below.
county_capital_modifier = {} # Modifier applied to the province if it is the county capital. See note on allowed modifiers below.
travel_danger_score = 0 # The amount of danger this terrain provides when travelling over it.
travel_danger_color = 0 # Terrain color for the travel planner map mode if the danger score is higher than the player's safety.
provision_cost = 0 # The amount of provison cost for this terrain type when moving your domicile
county_fertility = 0 # The amount of Fertility contributed by this terrain type. Used to calculate Base County Fertility for relevant counties
entity = "forest_birds_01" # Environmental graphical asset shown in this terrain.
Allowed Modifiers
=================
Modifiers referenced by a terrain object can be only generic (hardcoded) modifiers, or modifiers generated from the following databases:
- schemes
- holdings
- lifestyles
- regions
Other generated modifiers are _not_ allowed, such as those from other terrains, men_at_arms_types, cultures, or governments.
Generated Modifiers
===================
Each terrain type adds this modifiers automatically:
KEY + _attrition_mult = 0 # Multiplier applied to attition of the terrain terrain type
KEY + _cancel_negative_supply = yes # Discards supply penalties from the terrain type
KEY + _advantage = 0 # Advantage during the combat
KEY + _development_growth = 0.2 # Development growth if capital of a county is this terrain
KEY + _development_growth_factor = 0.2 # Development growth factor if capital of a county is this terrain
KEY + _construction_gold_cost = 0.2
KEY + _holding_construction_gold_cost = 0.2
KEY + _construction_piety_cost = 0.2
KEY + _holding_construction_piety_cost = 0.2
KEY + _construction_prestige_cost = 0.2
KEY + _holding_construction_prestige_cost = 0.2
KEY + _supply_limit = 200
KEY + _supply_limit_mult = 0.2
KEY + _tax_mult = 0.2
KEY + _levy_size = 0.2
KEY + _min_combat_roll = 0.2
KEY + _max_combat_roll = 0.2
KEY + _travel_danger = 0.2
KEY + _provision_use_mult = 0.2