republics shot and killed in preparation for s&s

This commit is contained in:
trashmasteruni 2026-10-16 00:05:43 +02:00
parent e947a33860
commit 5f9505526a
33 changed files with 2645 additions and 2457 deletions

View file

@ -60,7 +60,7 @@
type = male
birth = 2513.1.1
title = k_ireland
government = peasantrepublic_government
government = feudal_government
culture = high_irish
religion = "celtic_rite"
difficulty = "BOOKMARK_CHARACTER_DIFFICULTY_MEDIUM"

View file

@ -4660,8 +4660,6 @@ doges_palace_01 = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_urepublic
government_has_flag = government_is_prepublic
government_has_flag = government_is_administrative
}
}
@ -10144,8 +10142,6 @@ rector_palace_01 = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_urepublic
government_has_flag = government_is_prepublic
government_has_flag = government_is_administrative
}
}
@ -10931,8 +10927,6 @@ celje_hall_01 = {
text = government_is_not_republic_or_admin_desc
OR = {
government_has_flag = government_is_republic
government_has_flag = government_is_urepublic
government_has_flag = government_is_prepublic
government_has_flag = government_is_administrative
}
}

View file

@ -1174,46 +1174,6 @@ GetGovernmentIcon = {
}
localization_key = republic_icon_concept
}
text = { # Peasant Republic
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = peasantrepublic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_prepublic
}
trigger_else = {
liege ?= { government_has_flag = government_is_prepublic }
}
}
}
localization_key = peasantrepublic_icon_concept
}
text = { # Urban Republic
trigger = {
trigger_if = {
limit = {
is_alive = no
}
has_government = urbanrepublic_government
}
trigger_else = {
trigger_if = {
limit = { is_ruler = yes }
government_has_flag = government_is_urepublic
}
trigger_else = {
liege ?= { government_has_flag = government_is_urepublic }
}
}
}
localization_key = urbanrepublic_icon_concept
}
text = { # Ecclesiastical
trigger = {
trigger_if = {
@ -1384,18 +1344,6 @@ GetGovernmentTypeIcon = {
}
localization_key = republic_icon_concept
}
text = { # Peasant Republic
trigger = {
government_type_has_flag = government_is_prepublic
}
localization_key = peasantrepublic_icon_concept
}
text = { # Urban Republic
trigger = {
government_type_has_flag = government_is_urepublic
}
localization_key = urbanrepublic_icon_concept
}
text = { # Ecclesiastical
trigger = {
government_type_has_flag = government_is_ecclesiastical

View file

@ -562,8 +562,6 @@ NGovernment = {
"landless_minority_government"
"nomad_government"
"herder_government"
"peasantrepublic_government"
"urbanrepublic_government"
"celestial_government"
"japan_administrative_government"
"japan_feudal_government"

View file

@ -439,16 +439,16 @@ kingdom_administrative = {
only_vassals = yes
}
}
kingdom_peasantrepublic = {
type = title
tier = kingdom
priority = 73
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = yes
ignore_top_liege_government = yes #In an administrative realm all governors vassals will use the titles of the top liege - this ensures it is only the governors that do, and not also feudal vassals, republican vassals, etc.
}
}
#kingdom_peasantrepublic = {
# type = title
# tier = kingdom
# priority = 73
# governments = { peasantrepublic_government }
# flavourization_rules = {
# top_liege = yes
# ignore_top_liege_government = yes #In an administrative realm all governors vassals will use the titles of the top liege - this ensures it is only the governors that do, and not also feudal vassals, republican vassals, etc.
# }
#}
#kingdom_administrative_byzantine_group = {
# type = title
# tier = kingdom

View file

@ -3181,7 +3181,7 @@ count_republic_latin_male = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
count_republic_latin_female = {
@ -3193,7 +3193,7 @@ count_republic_latin_female = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
duke_republic_male_latin_group = {
@ -3205,7 +3205,7 @@ duke_republic_male_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
duke_republic_female_latin_group = {
@ -3217,7 +3217,7 @@ duke_republic_female_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
king_republic_male_latin_group = {
@ -3229,7 +3229,7 @@ king_republic_male_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
king_republic_female_latin_group = {
@ -3241,7 +3241,7 @@ king_republic_female_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
@ -3252,7 +3252,7 @@ duchy_republic_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
@ -3263,7 +3263,7 @@ kingdom_republic_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
@ -3274,14 +3274,14 @@ empire_republic_latin_group = {
flavourization_rules = {
top_liege = no
}
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
}
venice_genoa_lucca_republic_group= {
type = title
titles = { d_venice d_genoa c_lucca }
priority = 160
governments = { republic_government urbanrepublic_government }
governments = { republic_government }
heritages = { heritage_italian }
#flavourization_rules = {
# top_liege = no

View file

@ -597,7 +597,7 @@ baron_greek_city = {
special = holder
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
baron_greek_city_female = {
@ -606,14 +606,14 @@ baron_greek_city_female = {
special = holder
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
barony_greek_city = {
type = title
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
count_greek_city = {
@ -622,7 +622,7 @@ count_greek_city = {
special = holder
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
count_greek_city_female = {
@ -631,14 +631,14 @@ count_greek_city_female = {
special = holder
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
county_greek_city = {
type = title
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
duke_greek_city = {
@ -647,7 +647,7 @@ duke_greek_city = {
special = holder
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
duke_greek_city_female = {
@ -656,14 +656,14 @@ duke_greek_city_female = {
special = holder
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
duchy_greek_city = {
type = title
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
king_greek_city = {
@ -672,7 +672,7 @@ king_greek_city = {
gender = male
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
king_greek_city_female = {
@ -681,14 +681,14 @@ king_greek_city_female = {
gender = female
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
kingdom_greek_city = {
type = title
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
emperor_greek_city = {
@ -697,7 +697,7 @@ emperor_greek_city = {
gender = male
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
emperor_greek_city_female = {
@ -706,14 +706,14 @@ emperor_greek_city_female = {
gender = female
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
empire_greek_city = {
type = title
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
heritages = { heritage_greek }
}
@ -919,331 +919,6 @@ druid_king_female = { # Bandruí-Queen
}
}
baron_peasantrepublic_male = {
type = character
gender = male
special = holder
tier = barony
priority = 7
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
baron_peasantrepublic_female = {
type = character
gender = female
special = holder
tier = barony
priority = 7
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
barony_peasantrepublic = {
type = title
tier = barony
priority = 7
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
count_peasantrepublic_male = {
type = character
gender = male
special = holder
tier = county
priority = 28
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
count_peasantrepublic_female = {
type = character
gender = female
special = holder
tier = county
priority = 28
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
county_peasantrepublic = {
type = title
tier = county
priority = 51
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duke_peasantrepublic_male = {
type = character
gender = male
special = holder
tier = duchy
priority = 29
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duke_peasantrepublic_female = {
type = character
gender = female
special = holder
tier = duchy
priority = 29
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duchy_peasantrepublic = {
type = title
tier = duchy
priority = 60
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
king_peasantrepublic_male = {
type = character
gender = male
special = holder
tier = kingdom
priority = 75
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
king_peasantrepublic_female = {
type = character
gender = female
special = holder
tier = kingdom
priority = 75
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
kingdom_peasantrepublic = {
type = title
tier = kingdom
priority = 75
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
emperor_peasantrepublic_male = {
type = character
gender = male
special = holder
tier = empire
priority = 102
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
emperor_peasantrepublic_female = {
type = character
gender = female
special = holder
tier = empire
priority = 102
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
empire_peasantrepublic = {
type = title
tier = empire
priority = 102
governments = { peasantrepublic_government }
flavourization_rules = {
top_liege = no
}
}
baron_urbanrepublic_male = {
type = character
gender = male
special = holder
tier = barony
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
baron_urbanrepublic_female = {
type = character
gender = female
special = holder
tier = barony
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
barony_urbanrepublic = {
type = title
tier = barony
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
count_urbanrepublic_male = {
type = character
gender = male
special = holder
tier = county
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
count_urbanrepublic_female = {
type = character
gender = female
special = holder
tier = county
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
county_urbanrepublic = {
type = title
tier = county
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duke_urbanrepublic_male = {
type = character
gender = male
special = holder
tier = duchy
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duke_urbanrepublic_female = {
type = character
gender = female
special = holder
tier = duchy
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
duchy_urbanrepublic = {
type = title
tier = duchy
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
king_urbanrepublic_male = {
type = character
gender = male
special = holder
tier = kingdom
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
king_urbanrepublic_female = {
type = character
gender = female
special = holder
tier = kingdom
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
kingdom_urbanrepublic = {
type = title
tier = kingdom
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
emperor_urbanrepublic_male = {
type = character
gender = male
special = holder
tier = empire
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
emperor_urbanrepublic_female = {
type = character
gender = female
special = holder
tier = empire
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
empire_urbanrepublic = {
type = title
tier = empire
priority = 100
governments = { urbanrepublic_government }
flavourization_rules = {
top_liege = no
}
}
### Russian ###
hegemony_russian = { #Tsarstvo
type = title
@ -1420,7 +1095,7 @@ barony_republic_russian = { # Posad
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
baron_republic_russian = { # Posadnik
@ -1431,7 +1106,7 @@ baron_republic_russian = { # Posadnik
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
county_republic_russian = { # Gorod
@ -1441,7 +1116,7 @@ county_republic_russian = { # Gorod
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
count_republic_male_russian = { # Gorodovoy
@ -1453,7 +1128,7 @@ count_republic_male_russian = { # Gorodovoy
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
count_republic_female_russian = { # Gorodovaya
@ -1464,7 +1139,7 @@ count_republic_female_russian = { # Gorodovaya
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
duchy_republic_russian = { # Gubernskiy Gorod
@ -1474,7 +1149,7 @@ duchy_republic_russian = { # Gubernskiy Gorod
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
duke_republic_russian = { # Gubernator
@ -1485,7 +1160,7 @@ duke_republic_russian = { # Gubernator
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
@ -1496,7 +1171,7 @@ kingdom_republic_russian = { # Gosudarev Grad
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
@ -1508,7 +1183,7 @@ king_republic_russian = { # Gubernator
flavourization_rules = {
top_liege = no
}
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_pribaltiyskiy name_list_NEOW_west_russian name_list_NEOW_crimean }
}
@ -2523,7 +2198,7 @@ baron_turkish_city = {
special = holder
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
baron_turkish_city_female = {
@ -2532,14 +2207,14 @@ baron_turkish_city_female = {
special = holder
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
barony_turkish_city = {
type = title
tier = barony
priority = 15
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
count_turkish_city = {
@ -2548,7 +2223,7 @@ count_turkish_city = {
special = holder
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
count_turkish_city_female = {
@ -2557,14 +2232,14 @@ count_turkish_city_female = {
special = holder
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
county_turkish_city = {
type = title
tier = county
priority = 25
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
duke_turkish_city = {
@ -2573,7 +2248,7 @@ duke_turkish_city = {
special = holder
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
duke_turkish_city_female = {
@ -2582,14 +2257,14 @@ duke_turkish_city_female = {
special = holder
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
duchy_turkish_city = {
type = title
tier = duchy
priority = 40
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
king_turkish_city = {
@ -2598,7 +2273,7 @@ king_turkish_city = {
gender = male
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
king_turkish_city_female = {
@ -2607,14 +2282,14 @@ king_turkish_city_female = {
gender = female
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
kingdom_turkish_city = {
type = title
tier = kingdom
priority = 60
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
emperor_turkish_city = {
@ -2623,7 +2298,7 @@ emperor_turkish_city = {
gender = male
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
emperor_turkish_city_female = {
@ -2632,14 +2307,14 @@ emperor_turkish_city_female = {
gender = female
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}
empire_turkish_city = {
type = title
tier = empire
priority = 105
governments = { peasantrepublic_government urbanrepublic_government republic_government }
governments = { republic_government }
name_lists = { name_list_NEOW_turkish }
}

View file

@ -26,28 +26,18 @@ minority_government = {
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
parent = government
}
farmstead = {
texture = "gfx/interface/icons/government_types/peasantrepublic_government.dds"
alias = { farmstead farmstead_i }
parent = domicile
}
peasantrepublic_government = {
texture = "gfx/interface/icons/government_types/peasantrepublic_government.dds"
alias = { peasantrepublic_government peasantrepublic_i }
parent = government
}
palace = {
texture = "gfx/interface/icons/map_icons/map_icon_urban.dds"
alias = { palace palace_i }
parent = domicile
}
urbanrepublic_government = {
texture = "gfx/interface/icons/government_types/urbanrepublic_government.dds"
alias = { urbanrepublic_government urbanrepublic_i }
parent = government
}
monotown_holding = {
texture = "gfx/interface/icons/map_icons/onmap_holding_icon.dds"
parent = domicile
alias = { monotown_holdings }
}
#farmstead = {
# texture = "gfx/interface/icons/government_types/peasantrepublic_government.dds"
# alias = { farmstead farmstead_i }
# parent = domicile
#}
#palace = {
# texture = "gfx/interface/icons/map_icons/map_icon_urban.dds"
# alias = { palace palace_i }
# parent = domicile
#}
#monotown_holding = {
# texture = "gfx/interface/icons/map_icons/onmap_holding_icon.dds"
# parent = domicile
# alias = { monotown_holdings }
#}

View file

@ -48,7 +48,7 @@ feudal_government = {
if = {
limit = {
pam_nomad_grant_settled_government_trigger = yes
faith ?= {
faith = {
NOR = {
religion = religion:islam_religion
has_doctrine_parameter = unreformed
@ -64,220 +64,6 @@ feudal_government = {
realm_mask_scale = { 1 1 }
}
urbanrepublic_government = {
primary_holding = city_holding
valid_holdings = { temple_citadel_holding monotown_holding castle_holding }
required_county_holdings = { city_holding church_holding }
government_rules = {
create_cadet_branches = yes
court_generate_spouses = yes
council = yes
always_use_patronym = yes
rulers_should_have_dynasty = yes
landless_playable = yes
barter = yes
mercenary = yes
use_as_base_on_landed = yes
allow_out_of_realm_inheritance = no
use_as_base_on_rank_up = yes
sticky_government = yes
uses_county_fertility = yes
inherit_from_dynastic_government = no
treasury = yes
replace_gold_cost_by_treasury = yes
house_aspirations = yes
}
can_get_government = {
NOR = {
AND = {
exists = culture
trigger_if = {
limit = { exists = culture }
culture ?= {
OR = {
has_cultural_tradition = tradition_farmer_republics
has_cultural_tradition = tradition_collective_lands
has_cultural_tradition = tradition_landstinget
}
}
}
}
AND = {
exists = faith
trigger_if = {
limit = { exists = faith }
faith ?= { has_doctrine = tenet_communal_possessions }
}
}
liege = {
has_government = peasantrepublic_government
}
primary_title = {
is_target_in_global_variable_list = {
name = prepublic_list
target = prev
}
}
}
NOT = {
primary_title.tier = tier_barony
}
}
domicile_type = palace
character_modifier = {
feudal_government_tax_contribution_mult = -0.5
feudal_government_levy_contribution_mult = -0.5
clan_government_tax_contribution_mult = -0.5
clan_government_levy_contribution_mult = -0.5
ignore_negative_opinion_of_culture = yes
men_at_arms_cap = 2
men_at_arms_limit = 2
knight_limit = -4
title_creation_cost_mult = 1.5
mercenary_hire_cost_mult = -0.25
men_at_arms_maintenance = 2
vassal_limit = 5
ai_war_cooldown = 2
ai_war_chance = -0.15
monthly_treasury_from_vassals = 0.85
}
vassal_contract_group = urbanrepublic_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
government_can_raid_rule
government_enables_naval_raiding
government_has_influence
government_is_settled
government_has_treasury
may_elevate_co_monarch
government_uses_domain_limit
government_uses_monotowns
government_uses_domicile_but_not_adventurer
government_has_citizen_militia
government_elections_and_tax_influenced_by_influence
government_is_barterer
government_use_barter_goods
government_is_urepublic
government_locked_to_elective
government_allows_nomad_domicile_titles
gov_uses_non_crown_coa
government_uses_crown_authority
}
mechanic_type = feudal
color = { 0 85 164 }
realm_mask_offset = { 0.0 -0.01 }
realm_mask_scale = { 1 1 }
}
peasantrepublic_government = {
primary_holding = city_holding
valid_holdings = { temple_citadel_holding }
required_county_holdings = { city_holding church_holding }
government_rules = {
create_cadet_branches = yes
court_generate_spouses = yes
council = yes
always_use_patronym = yes
rulers_should_have_dynasty = yes
landless_playable = yes
barter = yes
mercenary = yes
use_as_base_on_landed = yes
allow_out_of_realm_inheritance = no
use_as_base_on_rank_up = yes
uses_county_fertility = yes
sticky_government = yes
replenishes_county_fertility = yes
regiments_use_barter_goods_as_gold = yes
inherit_from_dynastic_government = no
house_aspirations = yes
}
can_get_government = {
OR = {
AND = {
exists = culture
trigger_if = {
limit = { exists = culture }
culture ?= {
OR = {
has_cultural_tradition = tradition_farmer_republics
has_cultural_tradition = tradition_collective_lands
has_cultural_tradition = tradition_landstinget
}
}
}
}
AND = {
exists = faith
trigger_if = {
limit = { exists = faith }
faith ?= { has_doctrine = tenet_communal_possessions }
}
}
liege = {
has_government = peasantrepublic_government
}
primary_title = {
is_target_in_global_variable_list = {
name = prepublic_list
target = prev
}
}
}
NOT = {
any_liege_or_above = {
has_government = urbanrepublic_government
}
}
NOT = {
primary_title.tier = tier_barony
}
}
domicile_type = farmstead
character_modifier = {
feudal_government_tax_contribution_mult = -0.5
feudal_government_levy_contribution_mult = -0.5
clan_government_tax_contribution_mult = -0.5
clan_government_levy_contribution_mult = -0.5
ignore_negative_opinion_of_culture = yes
men_at_arms_cap = -1
men_at_arms_limit = -1
knight_limit = -4
title_creation_cost_mult = 1.5
mercenary_hire_cost_mult = 2
men_at_arms_maintenance = 1.5
vassal_limit = 5
ai_war_cooldown = 2
ai_war_chance = -0.15
}
vassal_contract_group = peasantrepublic_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
government_can_raid_rule
government_enables_naval_raiding
government_is_settled
may_elevate_co_monarch
government_uses_domain_limit
government_has_herd
government_uses_domicile_but_not_adventurer
government_is_barterer
government_use_barter_goods
government_is_prepublic
government_locked_to_elective
government_allows_nomad_domicile_titles
gov_uses_non_crown_coa
government_uses_crown_authority
}
mechanic_type = feudal
color = hsv{ 0.30 0.60 0.68 }
realm_mask_offset = { 0.0 -0.01 }
realm_mask_scale = { 1 1 }
}
republic_government = {
primary_holding = city_holding
valid_holdings = { castle_holding monotown_holding }
@ -286,40 +72,6 @@ republic_government = {
inherit_from_dynastic_government = no
}
can_get_government = {
NOR = {
AND = {
exists = culture
trigger_if = {
limit = { exists = culture }
culture ?= {
OR = {
has_cultural_tradition = tradition_farmer_republics
has_cultural_tradition = tradition_collective_lands
}
}
}
}
AND = {
exists = faith
trigger_if = {
limit = { exists = faith }
faith ?= { has_doctrine = tenet_egalite }
}
}
any_liege_or_above = {
has_government = peasantrepublic_government
}
primary_title = {
is_target_in_global_variable_list = {
name = prepublic_list
target = prev
}
}
}
primary_title.tier = tier_barony
}
ai = {
arrange_marriage = no
use_goals = no
@ -336,7 +88,6 @@ republic_government = {
government_is_settled
government_uses_domain_limit
gov_uses_non_crown_coa
government_locked_to_elective
}
color = hsv{ 0.00 1.00 0.98 }
@ -430,7 +181,7 @@ clan_government = {
if = {
limit = {
pam_nomad_grant_settled_government_trigger = yes
faith ?= { religion = religion:islam_religion }
faith = { religion = religion:islam_religion }
}
add = 10
}
@ -500,7 +251,7 @@ tribal_government = {
if = {
limit = {
pam_nomad_grant_settled_government_trigger = yes
faith ?= { has_doctrine_parameter = unreformed }
faith = { has_doctrine_parameter = unreformed }
}
add = 10
}
@ -1190,9 +941,8 @@ celestial_government = {
}
top_liege_character_modifier = {
# 99% of vassal income goes to the treasury
monthly_treasury_from_vassals = 0.99
men_at_arms_title_cap = -1
# 95% of vassal income goes to the treasury
monthly_treasury_from_vassals = 0.95
}
ai_ruler_desired_kingdom_titles = {

View file

@ -314,14 +314,14 @@ temple_citadel_holding = {
can_be_inherited = yes
}
monotown_holding = {
primary_building = monotown_01
can_be_inherited = yes
required_heir_government_types = { urbanrepublic_government }
parameters = {
no_buildings
}
can_be_inherited = yes
}
#monotown_holding = {
# primary_building = monotown_01
# can_be_inherited = yes
# required_heir_government_types = { urbanrepublic_government }
#
# parameters = {
# no_buildings
# }
#
# can_be_inherited = yes
#}

View file

@ -409,7 +409,6 @@ NEOW_militia = {
has_domicile_parameter = can_recruit_militia
}
}
government_has_flag = government_is_prepublic
}
}
@ -454,7 +453,7 @@ NEOW_citizen_militia = {
camel_cavalry = 1
}
can_recruit = {
government_has_flag = government_is_urepublic
government_has_flag = government_is_republic
}
buy_cost = { gold = militia_recruitment_cost }

View file

@ -44,19 +44,6 @@ on_game_start = {
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
}
### REPUBLIC ELECTIVE SETUP ###
every_ruler = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
}
every_held_title = {
add_title_law = feudal_elective_succession_law
}
}
every_religion_global = {
every_faith = {
@ -2465,44 +2452,6 @@ on_game_start_after_lobby = {
}
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
is_landed = yes
}
save_scope_as = scoped_farmer
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_farmer
government = peasantrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
government_has_flag = government_is_urepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_merchant
create_nomad_title = {
name = domicile_palace
holder = scope:scoped_merchant
government = urbanrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
# Extra Nomad Regions
#Tibet

View file

@ -211,68 +211,6 @@ on_title_gain = {
######################################################
#############################
# REPUBLIC ELECTIVE SUCCESSION
#############################
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
}
scope:title = {
add_title_law = feudal_elective_succession_law
}
}
######################
# COUNTY-TIER TITLES #
######################
if = {
limit = {
OR = {
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
tier = tier_county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_farmer
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_farmer
government = peasantrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
# Empire Faith Gate: refresh contested-empire modifiers immediately when an empire is destroyed.
if = {
limit = {
@ -281,27 +219,6 @@ on_title_gain = {
}
root = { efg_recalculate_contested_empire_for_faith_effect = yes }
}
if = {
limit = {
government_has_flag = government_is_urepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_merchant
create_nomad_title = {
name = domicile_palace
holder = scope:scoped_merchant
government = urbanrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
@ -3180,78 +3097,6 @@ on_title_gain_inheritance = {
######################################################
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
}
scope:title = {
add_title_law = feudal_elective_succession_law
}
}
if = {
limit = {
OR = {
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
tier >= tier_county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title.title_province = {
set_holding_type = city_holding
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_farmer
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_farmer
government = peasantrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
government_has_flag = government_is_urepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_merchant
create_nomad_title = {
name = domicile_palace
holder = scope:scoped_merchant
government = urbanrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
has_government = landless_minority_government
@ -3302,19 +3147,7 @@ on_title_gain_usurpation = {
events = {
}
effect = {
if = {
limit = {
OR = {
government_has_flag = government_is_prepublic
government_has_flag = government_is_urepublic
}
}
scope:title = {
add_title_law = feudal_elective_succession_law
}
}
################ N3OW Dynamic Titles ##################
if = {
limit = {
@ -3335,68 +3168,6 @@ on_title_gain_usurpation = {
######################################################
if = {
limit = {
OR = {
government_has_flag = government_is_urepublic
}
scope:title = {
is_nomad_title = no
tier = tier_county
scope:title.title_province = {
NOR = {
has_holding_type = monotown_holding
has_holding_type = city_holding
}
}
}
}
scope:title = {
scope:title.title_province = {
set_holding_type = city_holding
}
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_farmer
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_farmer
government = peasantrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
government_has_flag = government_is_urepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_merchant
create_nomad_title = {
name = domicile_palace
holder = scope:scoped_merchant
government = urbanrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
hidden_effect = {
add_title_law = noble_family_succession_law
}
}
}
if = {
limit = {
has_government = landless_minority_government

View file

@ -452,7 +452,6 @@ portrait_wear_no_crown_trigger = { # Rulers should be coronated to wear a crown
NOT = { coronation_proper_artifact_regalia_trigger = yes }
}
}
government_has_flag = government_is_prepublic
has_character_flag = sold_crown_charmod # No crowns for characters who sold theirs
has_character_modifier = vow_of_poverty_modifier # Or for characters with an active Vow of Poverty

View file

@ -62,8 +62,6 @@ can_raid_trigger = {
# But not for Nomads or Wanua
government_has_flag = government_is_nomadic
government_has_flag = government_is_wanua
government_has_flag = government_is_urepublic
government_has_flag = government_is_prepublic
}
is_landed = yes
}

View file

@ -1,516 +0,0 @@
peasantrepublic_obligations = {
display_mode = tree
uses_opinion_of_liege = yes
icon = prestige_icon
obligation_levels = {
military_canton_p = {
position = { 0 0 }
parent = balanced_canton_p
levies = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = legitimacy_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.05
max = 0.3
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
herd = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
OR = {
has_trait = education_martial
martial >= very_high_skill_rating
primary_title = { any_owned_title_maa_regiment = { count > 4 } }
AND = { # Large inland themes are good for military
any_sub_realm_county = { count >= 5 }
any_sub_realm_county = { percent >= 0.95 is_coastal_county = no }
}
}
}
}
add = 2
}
if = {
limit = {
scope:liege = {
ai_has_warlike_personality = yes
}
}
add = 1
}
}
subject_opinion = -5
ai_subject_desire = -1
score = -1
subject_modifier = {
fort_level = 2
hostile_county_attrition = -0.3
hostile_raid_time = 0.655
development_growth_factor = -0.25
men_at_arms_cap = 2
men_at_arms_maintenance = -0.2
}
flag = obligation_high_levies
}
balanced_canton_p = {
default = yes
position = { 1 0 }
levies = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = legitimacy_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.05
max = 0.4
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
herd = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
}
}
add = 1
}
}
score = 0
ai_subject_desire = 1
subject_modifier = {
monthly_martial_lifestyle_xp_gain_mult = 0.1
monthly_stewardship_lifestyle_xp_gain_mult = 0.1
monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
monthly_treasury_from_military_budget_base = 0.5
monthly_treasury_from_salary_budget_base = 0.5
}
}
civilian_canton_p = {
parent = balanced_canton_p
position = { 2 0 }
levies = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = legitimacy_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.05
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
herd = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
OR = {
has_trait = education_stewardship
stewardship >= very_high_skill_rating
AND = { # Large semi-coastal themes are good for an economic focus
any_sub_realm_county = { count >= 2 is_coastal_county = yes }
any_sub_realm_county = { count >= 2 is_coastal_county = no }
}
}
}
}
add = 2
}
if = {
limit = {
scope:liege = {
ai_has_builder_or_pious_builder_personality = yes
}
}
add = 1
}
}
ai_subject_desire = 2
subject_opinion = 10
score = 1
subject_modifier = {
development_growth_factor = 0.2
build_gold_cost = -0.1
build_speed = -0.1
men_at_arms_limit = -2
men_at_arms_cap = -2
}
flag = obligation_high_taxes
}
}
}

View file

@ -1,472 +0,0 @@
urbanrepublic_obligations = {
display_mode = tree
uses_opinion_of_liege = yes
icon = prestige_icon
obligation_levels = {
military_canton_u = {
position = { 0 0 }
parent = balanced_canton_u
levies = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = legitimacy_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
OR = {
has_trait = education_martial
martial >= very_high_skill_rating
primary_title = { any_owned_title_maa_regiment = { count > 4 } }
AND = { # Large inland themes are good for military
any_sub_realm_county = { count >= 5 }
any_sub_realm_county = { percent >= 0.95 is_coastal_county = no }
}
}
}
}
add = 2
}
if = {
limit = {
scope:liege = {
ai_has_warlike_personality = yes
}
}
add = 1
}
}
subject_opinion = -5
ai_subject_desire = -1
score = -1
subject_modifier = {
fort_level = 2
hostile_county_attrition = -0.3
hostile_raid_time = 0.75
development_growth_factor = -0.25
men_at_arms_cap = 2
men_at_arms_maintenance = -0.2
monthly_treasury_from_military_budget_base = 1
monthly_treasury_from_salary_budget_base = 0.25
}
flag = obligation_high_levies
}
balanced_canton_u = {
default = yes
position = { 1 0 }
levies = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = legitimacy_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.1
max = 0.45
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
}
}
add = 1
}
}
ai_subject_desire = 1
score = 0
subject_modifier = {
monthly_martial_lifestyle_xp_gain_mult = 0.1
monthly_stewardship_lifestyle_xp_gain_mult = 0.1
monthly_diplomacy_lifestyle_xp_gain_mult = 0.1
monthly_treasury_from_military_budget_base = 0.5
monthly_treasury_from_salary_budget_base = 0.5
}
}
civilian_canton_u = {
parent = balanced_canton_u
position = { 2 0 }
levies = {
value = 0.1
max = 0.35
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
tax = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
barter_goods = {
value = 0.1
max = 0.55
scope:liege = {
add = {
value = 0.01
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = piety_level
}
}
scope:liege.dynasty = {
add = {
value = 0.01
multiply = dynasty_prestige_level
}
}
scope:liege = {
add = {
value = 0.01
multiply = influence_level
}
}
if = {
limit = { OR = { scope:opinion_of_liege > 0 scope:opinion_of_liege < 0} }
add = {
value = {
add = scope:opinion_of_liege
divide = 100
}
}
}
}
ai_liege_desire = {
value = 0
if = {
limit = {
scope:subject = {
is_ai = yes
OR = {
has_trait = education_stewardship
stewardship >= very_high_skill_rating
AND = { # Large semi-coastal themes are good for an economic focus
any_sub_realm_county = { count >= 2 is_coastal_county = yes }
any_sub_realm_county = { count >= 2 is_coastal_county = no }
}
}
}
}
add = 2
}
if = {
limit = {
scope:liege = {
ai_has_builder_or_pious_builder_personality = yes
}
}
add = 1
}
}
ai_subject_desire = 2
score = 1
subject_opinion = 10
subject_modifier = {
development_growth_factor = 0.2
build_gold_cost = -0.1
build_speed = -0.1
men_at_arms_limit = -2
men_at_arms_cap = -2
monthly_treasury_from_military_budget_base = 0.25
monthly_treasury_from_salary_budget_base = 1
}
flag = obligation_high_taxes
}
}
}

View file

@ -20,28 +20,6 @@ republic_vassal = {
republic_government_obligations
}
}
peasantrepublic_vassal = {
contracts = {
peasantrepublic_obligations
war_declaration_rights
council_rights
title_revocation_rights
religious_rights
fortification_rights
coinage_rights
}
}
urbanrepublic_vassal = {
contracts = {
urbanrepublic_obligations
war_declaration_rights
council_rights
title_revocation_rights
religious_rights
fortification_rights
coinage_rights
}
}
theocracy_vassal ={

View file

@ -1,408 +0,0 @@
# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
saxon_elective = { #Farmer Elective
elector_vote_strength = {
base = 1
modifier = { #Each voter is the "representative" of all the free men living in his domain. The larger the domain, the more voting power he has.
desc = tooltip_scandinavian_elective_development
domain_size >= 1
any_held_title = {
title_tier = county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
every_held_title = {
title_tier = county
limit = {
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
value = this.development_level
if = {
limit = {
this.faith != root.faith
}
divide = 2
}
if = {
limit = {
NOT = { this.culture = { has_same_culture_heritage = root.culture } }
}
divide = 2
}
min = 1
}
}
}
}
modifier = { #Further boost/reduction is given depending on capital county's opinion.
desc = tooltip_scandinavian_elective_capital_opinion
exists = capital_county
OR = {
capital_county.county_opinion <= -5
capital_county.county_opinion >= 5
}
add = {
value = capital_county.county_opinion
multiply = 0.2
}
}
min = 1
}
electors = {
character_sets = {
electors_holder = {
type = holder
}
electors_dejure_vassals = {
type = title_dejure_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
is_adult = yes
NOT = { has_trait = incapable }
}
}
electors_council_members = {
type = holder_council_members
limit = {
is_adult = yes
NOT = { has_trait = incapable }
}
}
electors_direct_vassals = {
type = holder_direct_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
is_adult = yes
NOT = { has_trait = incapable }
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
elector_voting_pattern_circumstances_saxon_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
character_sets = {
candidates_dejure_vassals = {
type = title_dejure_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
feudal_elective_potential_landed_candidate_trigger = yes
government_has_flag = government_is_prepublic
OR = {
culture = {
has_cultural_tradition = tradition_farmer_republics
}
faith = {
has_doctrine = tenet_communal_possessions
}
any_liege_or_above = {
government_has_flag = government_is_prepublic
}
}
}
}
candidates_family = {
type = holder_close_or_extended_family
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
NOT = {
government_has_flag = government_is_theocracy
}
OR = {
culture = {
has_cultural_tradition = tradition_farmer_republics
}
faith = {
has_doctrine = tenet_communal_possessions
}
any_liege_or_above = {
government_has_flag = government_is_prepublic
}
}
}
}
candidates_direct_vassals = {
type = holder_direct_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
government_has_flag = government_is_prepublic
OR = {
culture = {
has_cultural_tradition = tradition_farmer_republics
}
faith = {
has_doctrine = tenet_communal_possessions
}
any_liege_or_above = {
government_has_flag = government_is_prepublic
}
}
}
}
candidates_council_members = {
type = holder_council_members
limit = {
OR = {
is_courtier_of = scope:holder
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
}
NOT = {
government_has_flag = government_is_theocracy
}
OR = {
culture = {
has_cultural_tradition = tradition_farmer_republics
}
faith = {
has_doctrine = tenet_communal_possessions
}
any_liege_or_above = {
government_has_flag = government_is_prepublic
}
}
}
}
}
}
}
urban_elective = { #Urban Elective
elector_vote_strength = {
base = 1
modifier = { #Each voter is the "representative" of all the free men living in his domain. The larger the domain, the more voting power he has.
desc = tooltip_scandinavian_elective_development
domain_size >= 1
any_held_title = {
title_tier = county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
every_held_title = {
title_tier = county
limit = {
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
value = this.development_level
if = {
limit = {
this.faith != root.faith
}
divide = 2
}
if = {
limit = {
NOT = { this.culture = { has_same_culture_heritage = root.culture } }
}
divide = 2
}
min = 1
}
}
}
}
modifier = { #Further boost/reduction is given depending on capital county's opinion.
desc = tooltip_scandinavian_elective_capital_opinion
is_landed_or_landless_administrative = yes
exists = capital_county
OR = {
capital_county.county_opinion <= -5
capital_county.county_opinion >= 5
}
add = {
value = capital_county.county_opinion
multiply = 0.2
}
}
modifier = { #Further boost/reduction is given depending on capital county's opinion.
desc = tooltip_urbanrep_vote_strength_influence
add = {
value = 3
multiply = influence_level
}
}
min = 1
}
electors = {
character_sets = {
electors_holder = {
type = holder
}
electors_dejure_vassals = {
type = title_dejure_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
is_adult = yes
NOT = { has_trait = incapable }
}
}
electors_council_members = {
type = holder_council_members
limit = {
is_adult = yes
NOT = { has_trait = incapable }
}
}
electors_direct_vassals = {
type = holder_direct_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
is_adult = yes
NOT = { has_trait = incapable }
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
elector_voting_pattern_circumstances_saxon_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
character_sets = {
candidates_dejure_vassals = {
type = title_dejure_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
feudal_elective_potential_landed_candidate_trigger = yes
government_has_flag = government_is_urepublic
NOT = {
government_has_flag = government_is_theocracy
}
OR = {
culture = {
has_cultural_tradition = tradition_republican_legacy
}
faith = {
has_doctrine = tenet_egalite
}
any_liege_or_above = {
government_has_flag = government_is_urepublic
}
}
}
}
candidates_family = {
type = holder_close_or_extended_family
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
NOT = {
government_has_flag = government_is_theocracy
}
OR = {
culture = {
has_cultural_tradition = tradition_republican_legacy
}
faith = {
has_doctrine = tenet_egalite
}
any_liege_or_above = {
government_has_flag = government_is_urepublic
}
}
}
}
candidates_direct_vassals = {
type = holder_direct_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
government_has_flag = government_is_urepublic
OR = {
culture = {
has_cultural_tradition = tradition_republican_legacy
}
faith = {
has_doctrine = tenet_egalite
}
any_liege_or_above = {
government_has_flag = government_is_urepublic
}
}
}
}
candidates_council_members = {
type = holder_council_members
limit = {
OR = {
is_courtier_of = scope:holder
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
}
NOT = {
government_has_flag = government_is_theocracy
}
OR = {
culture = {
has_cultural_tradition = tradition_republican_legacy
}
faith = {
has_doctrine = tenet_egalite
}
any_liege_or_above = {
government_has_flag = government_is_urepublic
}
}
}
}
}
}
}

View file

@ -451,7 +451,7 @@
holding = none
}
13619 = {
holding = monotown_holding
holding = city_holding
}
###c_laane_viru
97 = {

View file

@ -320,7 +320,7 @@
2485 = {
holding = none
1147.1.1 = {
holding = monotown_holding
holding = city_holding
}
}
2531 = {
@ -636,7 +636,7 @@
}
}
2548 = {
holding = monotown_holding
holding = city_holding
}
2547 = {
culture = romagnol
@ -667,7 +667,7 @@
2559 = {
holding = none
1178.1.1 = {
holding = monotown_holding
holding = city_holding
}
}
2551 = {
@ -695,7 +695,7 @@
holding = city_holding
}
2564 = {
holding = monotown_holding
holding = city_holding
}
2584 = {
holding = church_holding
@ -713,7 +713,7 @@
2565 = {
holding = none
1178.1.1 = {
holding = monotown_holding
holding = city_holding
}
}
8760 = {
@ -724,7 +724,7 @@
}
}
2558 = {
holding = monotown_holding
holding = city_holding
culture = tuscan
rite = roman_rite
}
@ -755,7 +755,7 @@
2545 = {
holding = none
950.1.1 = {
holding = monotown_holding
holding = city_holding
}
}
###c_orbetello
@ -768,7 +768,7 @@
holding = none
}
2570 = {
holding = monotown_holding
holding = city_holding
}
2567 = {
holding = church_holding
@ -806,7 +806,7 @@
holding = city_holding
}
2556 = {
holding = monotown_holding
holding = city_holding
}
###c_fermo
2598 = {
@ -979,7 +979,7 @@
holding = city_holding
}
2669 = {
holding = monotown_holding
holding = city_holding
culture = pugliese
rite = roman_rite
}
@ -1021,7 +1021,7 @@
2604 = {
culture = pugliese
rite = roman_rite
holding = monotown_holding
holding = city_holding
}
8759 = {
holding = church_holding
@ -1053,7 +1053,7 @@
rite = roman_rite
}
2605 = {
holding = monotown_holding
holding = city_holding
}
##d_apulia
###c_foggia
@ -1063,7 +1063,7 @@
holding = castle_holding
}
8758 = {
holding = monotown_holding
holding = city_holding
}
2614 = {
holding = church_holding
@ -1238,7 +1238,7 @@
2506 = {
culture = venetian
rite = roman_rite
holding = monotown_holding
holding = city_holding
}
2504 = {
holding = city_holding
@ -1266,7 +1266,7 @@
holding = city_holding
}
8765 = {
holding = monotown_holding
holding = city_holding
}
###c_polesine
2525 = {
@ -1286,7 +1286,7 @@
special_building = port_of_liverpool_01
}
2508 = {
holding = monotown_holding
holding = city_holding
}
###c_friuli
2510 = {

View file

@ -95,7 +95,6 @@ c_pavia = {
c_novara = {
2554.12.3 = {
holder = italy0023
government = urbanrepublic_government
}
}

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,123 @@
# Movement Power
catalyst_expansion_movement_yearly = {}
catalyst_advancement_movement_yearly = {}
catalyst_conservative_movement_yearly = {}
catalyst_pro_hegemon_movement_advancement_yearly = {}
catalyst_pro_hegemon_movement_expansion_yearly = {}
catalyst_pro_hegemon_movement_yearly = {}
catalyst_movement_gained_power_advancement = {}
catalyst_movement_gained_power_expansion = {}
catalyst_movement_gained_power_conservative = {}
catalyst_movement_gained_power_pro_hegemon = {}
catalyst_movement_consulted_heaven_advancement_positive = {}
catalyst_movement_consulted_heaven_advancement_negative = {}
catalyst_movement_consulted_heaven_expansion_positive = {}
catalyst_movement_consulted_heaven_expansion_negative = {}
catalyst_movement_consulted_heaven_instability_positive = {}
catalyst_movement_consulted_heaven_instability_negative = {}
catalyst_movement_consulted_heaven_chaos_positive = {}
catalyst_movement_consulted_heaven_chaos_negative = {}
catalyst_house_head_consulted_heaven_advancement_positive = {}
catalyst_house_head_consulted_heaven_advancement_negative = {}
catalyst_house_head_consulted_heaven_expansion_positive = {}
catalyst_house_head_consulted_heaven_expansion_negative = {}
catalyst_house_head_consulted_heaven_instability_positive = {}
catalyst_house_head_consulted_heaven_instability_negative = {}
catalyst_house_head_consulted_heaven_chaos_positive = {}
catalyst_house_head_consulted_heaven_chaos_negative = {}
# Warfare
catalyst_hegemon_above_maa_limit_yearly = {}
catalyst_hegemon_below_maa_limit_yearly = {}
catalyst_hegemon_outdated_maa_yearly = {} # NOT IMPLEMENTED - requires feature
catalyst_hegemon_hired_mercenary = {}
catalyst_hegemon_lost_defensive_territorial_war = {}
catalyst_hegemon_lost_capital_in_war = {}
catalyst_hegemon_lost_war = {}
catalyst_hegemon_won_war = {}
catalyst_hegemon_in_defensive_war_yearly = {}
# Merit
catalyst_hegemon_appointing_low_merit_councillor = {}
catalyst_hegemon_appointing_low_merit_governor = {}
catalyst_imperial_examinations_gap_long_yearly = {}
catalyst_imperial_examinations_gap_short_yearly = {}
# Diplomacy
catalyst_hegemon_too_few_tributaries_yearly = {} # NOT IMPLEMENTED - requires tributary feature
# Intrigue
catalyst_hegemon_murdered = {}
catalyst_imperial_family_member_murdered = {}
catalyst_minister_imprison = {}
# Legitimacy
catalyst_hegemon_lost_mandate_of_heaven = {}
catalyst_hegemon_gains_mandate_of_heaven = {}
catalyst_hegemon_mandate_of_heaven_at_0 = {}
catalyst_hegemon_below_legitimacy_yearly = {}
catalyst_hegemon_above_legitimacy_yearly = {}
# Succession
catalyst_new_dynasty_inherits = {}
# Calamities
catalyst_hegemon_natural_disaster = {}
catalyst_hegemon_natural_disaster_recovered = {}
catalyst_hegemon_handled_calamity = {}
catalyst_hegemon_in_civil_war = {}
catalyst_hegemon_epidemic = {}
catalyst_hegemon_apocalyptic_epidemic = {}
catalyst_requested_incursion = {}
# Imperial Treasury
catalyst_imperial_treasury_depleted = {}
catalyst_imperial_treasury_raided = {}
catalyst_imperial_treasury_debt = {}
catalyst_cleared_treasury_debt = {}
# Held Lands
catalyst_hegemony_too_few_lands = {}
catalyst_hegemony_far_too_few_lands = {}
# Regency
catalyst_diarch_mandate = {}
# Administrative
catalyst_governor_embezzlement = {}
catalyst_dipped_into_treasury = {}
catalyst_hegemon_influenced_by_interaction = {}
catalyst_hegemon_targeted_by_political_scheme = {}
catalyst_governor_raided_estate = {}
catalyst_governor_slander = {}
catalyst_governor_challenged_status = {}
# Great Projects
catalyst_great_wall = {}
catalyst_grand_campaign = {}
catalyst_grand_campaign_lost = {}
catalyst_minister_project_culture = {}
catalyst_great_project_great_wall_contribution = {}
catalyst_great_project_establish_control_contribution = {}
catalyst_minister_compel_religious_uniformity = {}
catalyst_minister_train_troops = {}
catalyst_minister_conduct_census = {}
# Events
catalyst_event_advancement_medium_progress = {}
catalyst_event_mongol_empire_appears = {}
catalyst_event_mongol_empire_attacks_major = {}
catalyst_event_mongol_empire_attacks_minor = {}
# Tyranny
catalyst_tyrannical_extinguish_noble_family = {}
catalyst_ministers_abused_privilege_of_office = {}
# Ministers
catalyst_find_secrets_bad_outcome = {}
catalyst_find_secrets_good_outcome = {}
catalyst_minister_blackmailed = {}
catalyst_minister_exposed_secret = {}
catalyst_minister_pardoned_known_criminal = {}
catalyst_minister_pardoned_dangerous_criminal = {}
catalyst_minister_caught_exam_cheater = {}

View file

@ -0,0 +1,5 @@
# Time
catalyst_situation_passing_of_time_monthly = {}
# Great Project
catalyst_natural_disaster_great_project_investment = {}
catalyst_natural_disaster_great_project_completion = {}

View file

@ -0,0 +1,46 @@
# Regions of the road fully at peace give a bonus to prosperity
catalyst_silk_road_region_war = {} # pseudotriggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_adjacent_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_distant_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
# Regions of the road fully at war cause hardship
catalyst_silk_road_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_adjacent_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_distant_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
## Legacy of Persia factors
# bad for number
catalyst_silk_road_iranian_intermezzo_in_unrest = {} # triggered by yearly pulse of event neutral_struggle.0001 in events\dlc\fp2\neutral_struggle_events.txt
# good for number
catalyst_silk_road_iranian_intermezzo_ending_reached = {
# included in the effects for the following decisions, all found in common\decisions\delc_decisions\fp3_decisions.txt:
# struggle_persia_ending_foundation_decision
# struggle_persia_ending_assertion_decision
# struggle_persia_ending_rekindle_iran_decision
# also included in the scripted effect 'fp3_struggle_ending_concession_effects', found at common\scripted_effects\05_dlc_fp3_scripted_effects.txt
}
### TGP Dynastic Cycle factors
catalyst_silk_road_china_stability = {} # neutral_struggle.0001
catalyst_silk_road_china_consolidation = {} # situation_dynastic_cycle_phase_chaos on_start
catalyst_silk_road_china_grand_canal_expanded = {} # grand_canals great_project
catalyst_silk_road_china_grand_canal_expanded_secondary = {} # grand_canals great_project
catalyst_silk_road_china_grand_canal_expanded_tertiary = {} # grand_canals great_project
# this is good, misc
catalyst_silk_road_mpo_region_resettled = {} # feudalize_holding_interaction
# this is bad, misc
catalyst_silk_road_byzantium_blew_up = {} # on_title_destroyed
catalyst_silk_road_mpo_region_to_steppe = {} # expand_the_steppe_decision
catalyst_silk_road_raided = {} # on_raid_completed
catalyst_silk_road_mongol_devastation = {} # on_county_occupied
# this should be bad but it's so much worse right now. For devastation -> disruption.
catalyst_silk_road_low_control_at_peace = {
}
catalyst_silk_road_famous_market_built = {
# triggered by on_completed action for special buildings. Search for this key in common\buildings\00_special_buildings.txt
}

View file

@ -0,0 +1,7 @@
##############################################################
# Catalysts
##############################################################
catalyst_name = {
# No entries required inside, we only need the name to have a database entry and to use catalysts in the situation database
}

View file

@ -0,0 +1,6 @@
### Casus Belli
catalyst_win_any_war_within_the_region = {}
# Diplomacy
catalyst_gift_independent_ruler = {}

View file

@ -0,0 +1,35 @@
############################################
# Situations roughly at the top
# (201-300 )
major = { # referred to in code (DO NOT REMOVE)
sort_order = 220
}
struggles = { # referred to in code (DO NOT REMOVE)
sort_order = 210
}
############################################
# Situations roughly in the middle
# (101-200 )
############################################
# Situations roughly at the bottom
# (001-100 )
minor = { # referred to in code (DO NOT REMOVE)
sort_order = 10
}
natural_disasters = {
sort_order = 9
}
story_cycles = {
sort_order = 5
}
debug = { # referred to in code (DO NOT REMOVE)
sort_order = -1
}

View file

@ -0,0 +1,5 @@
# Name of group, localization is selected by: "situation_group_type_" + <key>
key = {
sort_order = integer # The order situation groups show up in the situations view, higher number is sorted first, tie breaking is on definition order. Default = 0
gui_tags = { tag_1 tag_2 ... } # List of gui tags, used to set size etc in gui views
}

View file

@ -0,0 +1,375 @@
##############################################################
# Structure
#
# Situations are short or long running objects that are bound to a region, which go through phases.
# Characters can be a participant in the situation, and then will belong to one participant group.
##############################################################
situation_type = {
### Brief: window ( enum )
# What code functions will be available for the gui window.
# Default is 'situation'.
#
# Enums:
# situation
# the_great_steppe
# silk_road
# dynastic_cycle
# the_christian_church
#
window = situation
### Brief: gui_window_name ( string )
# Which gui window to use for this situation. Notice you can mix and match code 'window' with any gui window.
# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
# with the specified name.
# Default is "window_situation"
#
gui_window_name = window_situation
### Brief: gui_participation_window_name ( string )
# Which gui window to use for the situation participation sub-window.
# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
# with the specified name.
# Default is "window_situation_participation"
#
gui_participation_window_name = window_situation_participation
### Brief: gui_tooltip_group_focused (bool )
# If phase effect tooltips display effects by Participant Group, instead of by Named Modifier Set (modifier_named_sets)
#
gui_tooltip_group_focused = no
# Path to illustration shown in the situation list window
illustration = "path/to/image.dds"
# Triggered icon for the situation, accessible via [Situation.GetIcon].
# Write one entry per icon. The trigger is based on a Situation scope.
# If no empty triggered asset is defined, the default will be the situation_type icon.
icon = {
trigger = { ... }
reference = "icon_path.dds"
}
# Foldable situation group type where to put this situation in the gui.
# Defaults to the 'minor' 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
### Brief: map_mode ( enum )
# Which map mode to use for this situation type
# Default is participant_groups
#
# Enums:
# participant_groups
# sub_regions
#
map_mode = participant_groups
### What geographical sub-regions this Situation has
# - Each sub-region has their own list of characters for each participant group (see below)
# - Each sub-region will also have their own current active phase (same phases and flow for all sub-regions, as defined in 'phases' below
# - You are required to have at least 1 sub-region (otherwise the situation doesn't affect anything)
# - You are restricted to max 255 sub-regions. This is needed to properly identify participant groups within the region (see below)
# - Subregions cannot overlap
sub_regions = {
# Note: Every region type added below is counted as part of this sub-region <key>'s area
my_sub_region_key = {
# (optional) Path to illustration shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIllustration]"
illustration = "path/to/image.dds"
# (optional) Path to icon shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIcon]"
icon = "path/to/image.dds"
# (optional) The color of the sub-region, used for some map modes
map_color = { 1 0.5 0.2 }
# (optional) Add array of pre-defined geographical regions
geographical_regions = { world_mesopotamia special_mongol_empire_start_region }
}
my_other_region_key = {
...
}
}
### Define one or more participant groups.
# Participating characters can only belong to one participant group at a time, for each sub-region.
# Characters being considered for participation will be placed in the *first* group they are valid for.
# You are restricted to max 255 participant groups. This is needed to properly identify participant groups within a specific region.
# There is a set of groups for each sub-region.
participant_groups = {
# One group with characters
my_group_key = {
# (optional) Path to icon for group
icon = "path/to/image.dds"
# List of gui tags, used to set size etc in gui views
gui_tags = { tag_1 tag_2 ... }
### Should this group automatically consider all landed rulers in a sub-region as potential participants
# Rulers still need to satisfy the other conditions of this group to be automatically added to it.
# If this is 'no', then you will need to manually add/remove landed rulers to the Situation instead
# (default: yes)
auto_add_rulers = yes
### Should this group automatically consider all rulers with their domicile in a sub-region as potential participants
# Landless rulers still need to satisfy the other conditions of this group to be automatically added to it.
# If this is 'no', then you will need to manually add/remove landless characters to the Situation instead
# (default: yes)
auto_add_landless_rulers = yes
# (optional) The color of the participant group, used for some map modes
map_color = { 1 0.5 0.2 }
# Is it required that the capital of participants is in the region?
# (default: no)
require_capital_in_sub_region = no
# Is it required that some part of the domain of participants is in the region?
# (default: no)
require_domain_in_sub_region = no
# Is it required that some part of the realm of participants is in the region?
# (default: yes)
require_realm_in_sub_region = yes
# Is it required that the character's domicile, if any, is in the region?
# Character without domicile will still satisfy this requirement.
# (default: no)
require_domicile_in_sub_region = no
### Trigger determining if a character is valid to be added / can stay in this group (optional)
# root = character
# scope:situation = situation
# scope:situation_sub_region = situation sub region
is_character_valid = {}
### Effect run when character joins
# root = character
# scope:situation = situation
# scope:situation_participant_group = situation participant group
# scope:situation_sub_region = situation sub region
on_join = {}
### Effect run when character leaves the participant group (note: not fired when the situation ends)
# root = character
# scope:situation = situation
# scope:situation_participant_group = situation participant group
# scope:situation_sub_region = situation sub region
on_leave = {}
}
}
### Effect run when Situation starts (and initial setup has been completed)
# Root = situation
on_start = {}
### Effect run when Situation ends
# Root = situation
on_end = {}
### Effect run every month
# Root = situation
on_monthly = {}
### Effect run every year
# Root = situation
on_yearly = {}
### Effect run on Character as they join the situation
# Root = character
on_join = {}
### Effect run on Character as they leave the situation (note: not fired when the situation ends)
# Root = character
on_leave = {}
### If this situation type can only exist once in the world
# (this allows access via scope `situation:<name_of_type>`)
# Default: no
is_unique = no
# Enables full catalyst history for the situation if set to yes.
# The catalyst history can become very big, only use this flag if needed.
keep_full_history = no
### If rulers involved in this situation should migrate in search for better fetrility
# Migration AI is a complex part of AI logic, so it needs to be explicitly enabled here
# Rules that are involved insituation and who use county fertility will migrate
# Default: no
migration = no
# Which phase should this situation start in (if none if given on situation creation)
start_phase = my_phase_key
# Are the situation phase icons flat or not? Mismatch here gives weird appearance in tooltips.
# Default: yes
use_situation_phase_flat_icons = yes
# Which phases can this Situation Type be in? (at least one needs to exist)
phases = {
# Definition of one phase
my_phase_key = {
### Brief: parameters ( parameter list )
# Arbitrary parameters related to the phase type
# Can be checked in gui by: SituationPhaseType.HasParameter('string')
# Note: Requires loc format "situation_parameter_<key>" to show up in tooltips
#
# Differenting from the parameters in modifier_named_sets in that these
# are always the same on the phase type regardless of involved characters
#
parameters = {
some_parameter = yes
}
# Effect run when phase is started in a specific sub region
# Root = situation
# scope:situation = situation
# scope:situation_sub_region = situation sub region this phase belongs to
on_start = { }
# Effect run when phase in a specific sub region is being ended (and next phase has been determined)
# Root = situation
# scope:situation = situation
# scope:situation_sub_region = situation sub region this phase belongs to
on_end = { }
# (optional) Path to texture shown in gui (useful if multiple images are needed for the same phase)
# Texture can be accessed in GUI: "[SituationPhaseType.GetTexture]" or "[SituationSubRegion.GetCurrentPhase.GetType.GetTexture]"
texture = "path/to/image.dds"
# (optional) Path to illustration shown in the situation windows
# Texture can be accessed in GUI: "[SituationPhaseType.GetIllustration]" or "[SituationSubRegion.GetCurrentPhase.GetType.GetIllustration]"
illustration = "path/to/image.dds"
# (optional) Path to icon for group
icon = "path/to/image.dds"
# (optional) Map province effect applied to all provinces of the sub-region if this phase is active
map_province_effect = map_province_effect_key
# (optional) Map province effect intensity (range 0.0-1.0, default 1.0)
map_province_effect_intensity = 1.0
# (optional) Maximum duration (days) this phase will run.
# `max_duration_next_phase` will determine which phase will be next, if max_duration is met
# [Scripted Duration]
# root - situation
# scope:situation_sub_region = situation sub region this phase belongs to
max_duration = { days = 1234 }
# How a next phase is selected, if this phase ends by running out of duration (without a phase taking it over before that).
#
# Possible values:
# (default) highest_points - whichever of the 'future_phases' has accumulated the most 'points'
# weighted_random_points - randomly picks one of the 'future_phases', weighted by their current 'points'
# random_non_takeover - randomly picks one of the 'future_phases' with equal weight, only picking from phases that have `takeover_type = none`
# weighted_non_takover - picks one of the 'future_phases' with highest 'weight' value
max_duration_next_phase = weighted_random_points
# Which phases could this phase transition into?
future_phases = {
# 'phase_key' of possible future phase
my_future_phase_key = {
### (optional) If this phase can take over a currently active phase, and how.
#
# Possible values:
# none - (default) It cannot take over an active phase
# points - when the phase accumulates enough catalyst points, specified by `takeover_points`
# duration - when the current active phase has been active for a specific duration, specified by `takeover_duration`
takeover_type = duration
### (optional) Scripted value determining when this phase takes over an active phase in catalyst points
# Cannot be used together with `takeover_duration`
takeover_points = 1234
### (optional) Scripted value determining when this phase takes over for the next phase
weight = 10
### Scripted value determining when this phase takes over an active phase, if that phase has been active for a duration. (scripted duration)
# Cannot be used together with `takeover_points`
# Root = situation
# scope:situation_sub_region = situation sub region this phase belongs to
takeover_duration = { days = 1234 }
### (optional) Which catalysts contribute to this phase taking over? Value is "number of points" added to future phase total.
# If 'takeover_type = points', this can trigger an automatic take-over of the current phase by this future phase.
# (possible catalysts are defined in common/situation/catalyst)
catalysts = {
catalyst_betrayed_alliance = 25
catalyst_something_something = 30
}
}
# Another possible future phase
other_future_phase_key = {
# More catalysts here
}
}
# Which modifiers and other effects are active while this phase is active
modifier_named_sets = {
### Named "set of modifiers"
# Apply modifiers / parameters to current situation phase & participants
# Examples: "War Effects", "Diplomacy Effects"
# Note: The arbitrary name you set will be used as it's localization key
#
war_effects_and_stuff_set = {
### Brief: icon ( string )
# Path to icon texture displayed in situation windows
icon = "path/to/image.dds"
### Applied to all participant groups in the situation
# (see `my_participant_group_type_key` below for examples)
all = {
county_modifier = {}
character_modifier = {}
parameters = {}
faith_character_modifier = {}
}
# Only for one specific participant group
my_participant_group_type_key = {
# (optional) Modifier applied to the character participant
character_modifier = {}
# (optional) Modifier applied to all domain counties of a ruler participant
county_modifier = {}
# (optional) One or more situation parameters that are active while this phase is active
parameters = {
cheaper_to_convert_to_struggle_faith = yes
county_faith_conversion_in_region_proceeds_faster = yes
}
# Applied to involved characters if they have the given doctrine (can define multiple 'faith_character_modifier')
faith_character_modifier = {
name = name_of_doctrine_localization_key
doctrine = doctrine_theocracy_lay_clergy
same_faith_opinion = 3
}
faith_character_modifier = {
name = name_of_other_doctrine_localization_key
doctrine = doctrine_theocracy_temporal
same_faith_opinion = -3
}
}
}
another_named_set = {
...
}
}
}
}
# Situations can have decision lists associated with them allowing for their use in the gui via [SituationWindow.GetEndingDecisions] and [SituationWindow.GetSituationDecisions]
# [SituationWindow.HasPossibleEndingDecision] and [SituationWindow.HasPossibleSituationDecision] check if any decision in their respective list is possible for the player
ending_decisions = { }
situation_decisions = { }
}