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

@ -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 = {