fix
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parent
e22f5e5844
commit
3d3b257277
5 changed files with 195 additions and 20 deletions
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@ -895,8 +895,8 @@
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estate = {
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estate = {
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allowed_for_character = {
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allowed_for_character = {
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OR ={
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OR ={
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has_government = administrative_government
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government_has_flag = government_is_special_republic
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has_government = republic_government
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government_has_flag = government_is_administrative
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}
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}
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}
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}
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@ -275,7 +275,7 @@ administrative_government = {
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rulers_should_have_dynasty = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = no
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dynasty_named_realms = no
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royal_court = yes
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royal_court = yes
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#administrative = yes
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administrative = yes
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landless_playable = yes
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landless_playable = yes
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legitimacy = yes
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legitimacy = yes
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#state_faith = yes
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#state_faith = yes
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@ -521,23 +521,16 @@ on_title_gain = {
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# Note: anything that should be run after creation can go in on_noble_family_title_created
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# Note: anything that should be run after creation can go in on_noble_family_title_created
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if = {
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if = {
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limit = {
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limit = {
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government_has_flag = government_is_administrative
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OR = {
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is_house_head = yes
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government_has_flag = government_is_administrative
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highest_held_title_tier >= tier_duchy
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government_has_flag = government_is_special_republic
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}
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highest_held_title_tier >= tier_county
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liege = {
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liege = {
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is_independent_ruler = yes
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is_independent_ruler = yes
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government_has_flag = government_is_administrative
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government_has_flag = government_is_administrative
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}
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}
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NOR = {
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any_held_title = { is_noble_family_title = yes }
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house = {
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any_house_member = {
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any_held_title = { is_noble_family_title = yes }
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}
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}
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}
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}
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}
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create_noble_family_effect = yes
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domicile ?= { set_up_domicile_estate_effect = yes }
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domicile ?= { set_up_domicile_estate_effect = yes }
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}
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}
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# Apply Law of the Land title succession law if appropriate
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# Apply Law of the Land title succession law if appropriate
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155
common/scripted_effects/00_administrative_effects.txt
Normal file
155
common/scripted_effects/00_administrative_effects.txt
Normal file
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@ -0,0 +1,155 @@
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change_to_administrative_hereditary_effect = {
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scope:recipient = {
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save_scope_as = petition_vassal
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every_held_title = {
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limit = {
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tier = scope:petition_vassal.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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custom_tooltip = {
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text = petition_liege_house_governorship_rights_tt
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set_variable = {
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name = petition_house_rights
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value = scope:petition_vassal.house
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years = 100
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}
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}
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}
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}
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}
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change_to_administrative_effect = {
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save_scope_as = governor
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if = {
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limit = {
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NOT = { government_has_flag = government_is_administrative }
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}
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change_government = administrative_government
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save_scope_as = new_admin
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}
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if = {
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limit = {
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primary_title.tier >= tier_duchy
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liege = {
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is_independent_ruler = yes
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government_allows = administrative
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}
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house.house_head = {
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NOT = {
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any_held_title = { is_noble_family_title = yes }
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}
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}
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}
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create_noble_family_effect = yes
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}
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hidden_effect = {
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if = {
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limit = {
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is_governor = yes
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NOT = { has_trait = governor }
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}
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add_trait = governor
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}
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}
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if = {
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limit = { exists = scope:new_admin }
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domicile ?= {
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set_up_domicile_estate_effect = yes
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}
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}
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}
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change_to_administrative_interaction_effect = {
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scope:actor = {
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pay_short_term_gold = {
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target = scope:recipient
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gold = {
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value = 50
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scope:recipient = {
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if = {
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limit = { highest_held_title_tier >= tier_kingdom }
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multiply = 10
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}
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else_if = {
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limit = { highest_held_title_tier >= tier_duchy }
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multiply = 6
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}
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else_if = {
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limit = { highest_held_title_tier >= tier_county }
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multiply = 3
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}
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}
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if = {
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limit = { scope:gold ?= yes }
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add = scope:actor.medium_gold_value
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}
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if = {
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limit = {
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scope:actor = { has_realm_law_flag = admin_change_vassal_gov_cheaper }
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}
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multiply = 0.5
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}
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}
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}
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}
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scope:recipient = { change_to_administrative_effect = yes }
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if = {
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limit = {
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scope:hook = yes
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scope:actor = { has_usable_hook = scope:recipient }
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}
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scope:actor = { use_hook = scope:recipient }
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}
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if = {
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limit = { scope:hereditary = yes }
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scope:recipient = { save_scope_as = petition_vassal }
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change_to_administrative_hereditary_effect = yes
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}
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if = {
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limit = { scope:influence = yes }
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scope:actor = {
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change_influence = {
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value = massive_influence_loss
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}
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}
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}
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}
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set_up_domicile_estate_effect = {
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if = {
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limit = { is_domicile_type = estate }
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# Intentionally one level lower than what you can get
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if = {
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limit = {
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NOT = { has_domicile_building_or_higher = estate_main_02 }
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owner.culture ?= { has_innovation = innovation_city_planning }
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}
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add_domicile_building = estate_main_02
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}
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if = {
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limit = {
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has_domicile_building = estate_main_02
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NOT = { has_domicile_building_or_higher = estate_main_03 }
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owner.culture ?= { has_innovation = innovation_manorialism }
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}
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add_domicile_building = estate_main_03
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}
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switch = {
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trigger = has_domicile_building
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estate_main_03 = {
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while = {
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count = 2
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add_random_internal_estate_building = yes
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}
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}
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estate_main_02 = {
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add_random_internal_estate_building = yes
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}
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}
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fill_external_estate_building_effect = yes
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}
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}
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@ -17,7 +17,7 @@
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#can_become_concubine
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#can_become_concubine
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#is_busy_in_events_localised
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#is_busy_in_events_localised
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# For flags that will never be seen by the player and thus don't need to be localised.
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# Despite the name, there are rare instances in which these may become visible to the player - if you add to this list, add localization also
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is_busy_in_events_unlocalised = {
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is_busy_in_events_unlocalised = {
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OR = {
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OR = {
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has_character_flag = is_in_diplomacy_foreign_special_event
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has_character_flag = is_in_diplomacy_foreign_special_event
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@ -30,6 +30,7 @@ is_busy_in_events_unlocalised = {
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has_character_flag = is_in_intrigue_special_event
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has_character_flag = is_in_intrigue_special_event
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has_character_flag = is_in_learning_special_event
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has_character_flag = is_in_learning_special_event
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has_character_flag = is_in_task_contract_event_chain
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has_character_flag = is_in_task_contract_event_chain
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has_character_flag = migration_events_1060_rode_ahead
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}
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}
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}
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}
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@ -318,6 +319,26 @@ is_within_diplo_range = {
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}
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}
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}
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}
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# This trigger checks if a character is a Nomad
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is_nomad = {
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government_has_flag = government_is_nomadic
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is_ruler = yes
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}
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# This trigger checks if a character is a landed Nomad
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is_landed_nomad = {
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government_has_flag = government_is_nomadic
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is_landed = yes
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is_ruler = yes
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}
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# Checks if a character is a landless nomad with a domicile
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is_landless_nomad = {
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government_has_flag = government_is_nomadic
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is_landed = no
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has_domicile = yes
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}
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# This trigger checks if a character is a landless adventurer
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# This trigger checks if a character is a landless adventurer
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is_landless_adventurer = {
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is_landless_adventurer = {
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government_has_flag = government_is_landless_adventurer
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government_has_flag = government_is_landless_adventurer
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@ -327,17 +348,22 @@ is_landless_adventurer = {
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# This trigger checks if a character is a governor in an admin realm (implying they are landed)
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# This trigger checks if a character is a governor in an admin realm (implying they are landed)
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is_governor = {
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is_governor = {
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ghas_government = administrative_government
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government_has_flag = government_is_administrative
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is_landed = yes
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is_landed = yes
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is_independent_ruler = no
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is_independent_ruler = no
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highest_held_title_tier >= tier_duchy
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highest_held_title_tier >= tier_duchy
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}
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}
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is_governor_or_admin_count = {
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government_has_flag = government_is_administrative
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is_landed = yes
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is_independent_ruler = no
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highest_held_title_tier >= tier_county
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}
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# Checks if a character is a landless house_head within an admin realm
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# Checks if a character is a landless house_head within an admin realm
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is_landless_administrative = {
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is_landless_administrative = {
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has_government = administrative_government
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government_has_flag = government_is_administrative
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is_landed = no
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is_landed = no
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is_house_head = yes
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has_domicile = yes
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has_domicile = yes
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}
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}
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@ -349,12 +375,13 @@ is_landed_or_landless_administrative = {
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}
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}
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}
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}
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# Checks if a character is either landed, a landless house head within an admin realm, or a landless adventurer
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# Checks if a character is either landed, a landless house head within an admin realm, a landless nomad, or a landless adventurer
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is_playable_character = {
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is_playable_character = {
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OR = {
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OR = {
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is_landed = yes
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is_landed = yes
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is_landless_administrative = yes
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is_landless_administrative = yes
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is_landless_adventurer = yes
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is_landless_adventurer = yes
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is_landless_nomad = yes
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}
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}
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}
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}
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