diff --git a/N3OW/common/governments/_governments.info b/N3OW/common/governments/_governments.info new file mode 100644 index 00000000..e7ea3c95 --- /dev/null +++ b/N3OW/common/governments/_governments.info @@ -0,0 +1,735 @@ +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 = + + ### 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) + + + + diff --git a/N3OW/common/laws/01_title_succession_laws.txt b/N3OW/common/laws/01_title_succession_laws.txt new file mode 100644 index 00000000..90dda5af --- /dev/null +++ b/N3OW/common/laws/01_title_succession_laws.txt @@ -0,0 +1,359 @@ +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 + } +} + + diff --git a/N3OW/common/scripted_effects/00_governance_lifestyle_effects.txt b/N3OW/common/scripted_effects/00_governance_lifestyle_effects.txt deleted file mode 100644 index 5f282702..00000000 --- a/N3OW/common/scripted_effects/00_governance_lifestyle_effects.txt +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/N3OW/common/struggle/struggles/_struggles.info b/N3OW/common/struggle/struggles/_struggles.info new file mode 100644 index 00000000..eed4aba5 --- /dev/null +++ b/N3OW/common/struggle/struggles/_struggles.info @@ -0,0 +1,137 @@ +############################################################## +# 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 = + + # 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 = {} +} diff --git a/N3OW/common/terrain_types/_terrains.info b/N3OW/common/terrain_types/_terrains.info new file mode 100644 index 00000000..c325cc12 --- /dev/null +++ b/N3OW/common/terrain_types/_terrains.info @@ -0,0 +1,52 @@ +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