violent assault on admin

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Magpie490 2025-02-18 22:43:49 +00:00
parent bbd7765216
commit 5ff8f494d8
11 changed files with 5665 additions and 0 deletions

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### Brief: feudal_government
#
# This is referenced in code
#
feudal_government = {
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_realms = yes
royal_court = yes
legitimacy = yes
}
fallback = 1
primary_holding = castle_holding
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract = {
feudal_government_taxes
feudal_government_levies
special_contract
religious_rights
fortification_rights
coinage_rights
succession_rights
war_declaration_rights
council_rights
title_revocation_rights
jizya_special_rights
}
ai = {
use_legends = yes
}
flag = may_elevate_co_monarch
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_feudal
color = hsv{ 0.67 1.00 0.78 }
}
republic_government = {
primary_holding = city_holding
valid_holdings = { castle_holding }
required_county_holdings = { city_holding castle_holding church_holding }
government_rules = {
inherit_from_dynastic_government = no
}
ai = {
arrange_marriage = no
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
}
vassal_contract = { republic_government_obligations }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_republic
color = hsv{ 0.00 1.00 0.98 }
}
### Brief: theocracy_government
# Head of faith will always get this if possible
#
# This is referenced in code
#
theocracy_government = {
government_rules = {
religious = yes
inherit_from_dynastic_government = no
}
primary_holding = church_holding
valid_holdings = { castle_holding }
required_county_holdings = { church_holding castle_holding city_holding }
ai = {
use_legends = no
}
can_get_government = {
NOT = {
faith = {
has_doctrine = doctrine_theocracy_lay_clergy
}
}
}
vassal_contract = { theocracy_government_obligations }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_theocracy
color = hsv{ 0.00 0.00 0.78 }
}
### Brief: clan_government
# This is referenced in code
#
clan_government = {
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
royal_court = yes
legitimacy = yes
dynasty_named_realms = yes
}
primary_holding = castle_holding
primary_heritages = { heritage_arabic heritage_iranian heritage_turkic }
fallback = 2
preferred_religions = { islam_religion }
valid_holdings = { castle_holding }
required_county_holdings = { castle_holding city_holding church_holding }
always_use_patronym = yes
house_unity = clan_house_unity
tax_slot_type = clan_tax_slot
vassal_contract = {
clan_tax_collector_obligations
special_contract
religious_rights
war_declaration_rights
council_rights
title_revocation_rights
marriage_favor_rights
}
ai = {
use_legends = yes
}
opinion_of_liege = {
scope:vassal = {
if = {
limit = {
NOT = {
is_allied_to = scope:liege
}
}
if = {
limit = {
is_powerful_vassal = yes
}
value = clan_powerful_vassal_no_alliance_opinion_penalty_value
}
else = {
value = clan_vassal_no_alliance_opinion_penalty_value
}
}
}
}
opinion_of_liege_desc = {
first_valid = {
triggered_desc = {
trigger = {
scope:vassal = {
NOT = {
is_allied_to = scope:liege
}
is_powerful_vassal = yes
}
}
desc = "GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL"
}
triggered_desc = {
trigger = {
scope:vassal = {
NOT = {
is_allied_to = scope:liege
}
is_powerful_vassal = no
}
}
desc = "GOVERNMENT_CLAN_NOT_ALLIED"
}
}
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_clan
flag = may_appoint_viziers
color = hsv{ 0.39 0.93 0.54 }
}
tribal_government = {
government_rules = {
rulers_should_have_dynasty = yes
regiments_prestige_as_gold = yes
royal_court = yes
legitimacy = yes
}
supply_limit_mult_for_others = -0.5
primary_holding = tribal_holding
required_county_holdings = { tribal_holding }
valid_holdings = { castle_holding }
prestige_opinion_override = { -10 0 3 5 10 20 }
always_use_patronym = yes
affected_by_development = no
vassal_contract = { tribal_government_obligations }
ai = {
use_legends = yes
}
character_modifier = {
title_creation_cost_mult = -0.5
army_maintenance_mult = -0.5
feudal_government_vassal_opinion = -20
clan_government_vassal_opinion = -20
republic_government_vassal_opinion = -20
character_travel_safety = 10
ai_war_chance = 0.25
monthly_prestige = 0.2
}
flag = government_can_raid_rule
flag = may_elevate_co_monarch
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_tribal
color = hsv{ 0.02 0.75 0.36 }
}
### Brief: mercenary_government
# Mercenary will always get this
#
# This is referenced in code
#
mercenary_government = {
government_rules = {
court_generate_spouses = no
council = no
inherit_from_dynastic_government = no
}
court_generate_commanders = 5
ai = {
arrange_marriage = no
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
}
flag = cannot_be_vassal_or_liege
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_mercenary
color = hsv{ 0.00 0.00 0.66 }
}
### Brief: holy_order_government
# Holy order will always get this
#
# This is referenced in code
#
holy_order_government = {
government_rules = {
council = no
court_generate_spouses = no
inherit_from_dynastic_government = no
}
court_generate_commanders = 5
ai = {
arrange_marriage = no
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
}
valid_holdings = { castle_holding city_holding }
flag = cannot_be_vassal_or_liege
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_holy_order
color = hsv{ 0.00 0.00 0.66 }
}
administrative_government = {
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_realms = no
royal_court = yes
#administrative = yes
landless_playable = yes
legitimacy = yes
#state_faith = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes
#inherit_from_dynastic_government = no
}
domicile_type = estate
fallback = 3
primary_holding = castle_holding
valid_holdings = { city_holding }
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract = {
administrative_obligations
administrative_themes
}
character_modifier = {
levy_size = -0.5
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
men_at_arms_cap = -2
men_at_arms_limit = -2
knight_limit = -5
vassal_limit = 100
active_accolades = -1
title_creation_cost_mult = -0.5
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = government_is_administrative
# These flags only exist for loc and in-game descriptions
flag = government_has_influence
flag = government_has_title_men_at_arms
flag = government_has_powerful_families
color = { 72 6 92 }
}
landless_adventurer_government = {
government_rules = {
court_generate_spouses = no
council = no
create_cadet_branches = yes
rulers_should_have_dynasty = yes
landless_playable = yes
conditional_maa_refill = yes
use_title_tier_modifiers = no
mercenary = yes
allow_out_of_realm_inheritance = yes
use_as_base_on_landed = yes
}
domicile_type = camp
court_generate_commanders = no
can_get_government = {
any_held_title = {
tier = tier_duchy
is_landless_type_title = yes
}
}
valid_holdings = { tribal_holding church_holding castle_holding city_holding }
character_modifier = {
active_accolades = -100
knight_limit = 2
men_at_arms_cap = -3
men_at_arms_limit = -2
character_travel_speed = 20
siege_weapon_siege_value_mult = -0.5
mercenary_hire_cost_mult = 1
short_reign_duration_mult = -5
long_reign_bonus_mult = -1
domicile_travel_speed = -0.75
monthly_wanderer_lifestyle_xp_gain_mult = 0.15
}
ai = {
use_goals = no
use_scripted_guis = no
perform_religious_reformation = no
use_legends = no
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flag = cannot_be_vassal_or_liege
flag = adult_rulers_only
flag = government_is_landless_adventurer
color = hsv{ 0.00 0.00 0.66 }
}

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my_government = {
### brief: government_rules ( enum bitmask container )
# Properties of a government type that referenced in code and also
# can be tested by government_allows/disallows triggers.
# The example value is the default assigned value for the flag.
# All of these are referenced in code.
#
# Note: these are also supported outside of this data structure for
# the duration of Roads to Power, but this functionality is
# deprecated.
#
government_rules = {
### brief: create_cadet_branches ( bool )
# Should rulers be able to create cadet branches
#
create_cadet_branches = no
### brief: religious ( bool )
# Should rulers be considered clergy
#
religious = no
### brief: court_generate_spouses ( bool )
# Should new realm get suitable spouses as courtiers
#
court_generate_spouses = yes
### brief: council ( bool )
# The council is available for this ruler
#
council = yes
### brief: rulers_should_have_dynasty ( bool )
# Rulers of this government type generate a dynasty
#
rulers_should_have_dynasty = no
### brief: regiments_prestige_as_gold ( bool )
# Is this govenmnet type using prestige to buy and reinforce
# MaA Regiments? ( mainteance still costs gold ).
#
regiments_prestige_as_gold = no
### brief: dynasty_named_realms ( bool )
# Allow using dynasty name as realm name
#
dynasty_named_realms = no
### brief: royal_court ( bool )
# Should this government allow having a royal court if of the
# correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER
#
royal_court = no
### brief: legitimacy ( bool )
# Rulers can have legitimacy if there's one valid for them
#
legitimacy = yes
### brief: administrative ( bool )
# Rule control several admin government mechanics:
# - Top liege can have landless vassal who are house heads of
# noble families.
# - Allow hiring and usage of MaA that belong to a title
#
# Requires the dlc_flag admin_gov
#
administrative = no
### brief: landless_playable ( bool )
# Allow rulers be playable even when they don't have any county
# or barony.
#
# Requires the dlc_flag landless_playable
#
landless_playable = no
### brief: use_as_base_on_landed ( bool )
# Switch to this government type when obtaining your first title (becoming landed) if the old holder of the title
# was this government type
#
use_as_base_on_landed = no
### brief: use_as_base_on_rank_up ( bool )
# Switch to this government type when independent ruler gets higher tier top tier title from
# independent ruler with this government type
#
use_as_base_on_rank_up = no
### brief: conditional_maa_refill ( bool )
# Maa won't normally reinforce, unless they meet specific
# condition in MaA type trigger. Make sure only a very small
# number of rulers use this option, because it can negatively
# affect performance. Rulers with this government flag also
# do not pay upkeep for their MAAs.
#
conditional_maa_refill = no
### brief: mercenary ( bool )
# Can unlanded rulers with this government type offer
# themselves up as mercenaries for landed rulers that are at
# war? The mercenary company government type is explicitly NOT
# using this rule, as it has separate handling.
#
# Note: this is not the same as the government flag
# government_is_mercenary, which is referring specifically to
# the mercenary company government type.
#
mercenary = no
### brief: use_title_tier_modifiers ( bool )
# Enable passive prestige gain from held titles and title tier modifiers
# Default is yes.
use_title_tier_modifiers = yes
### brief: inherit_from_dynastic_government ( bool )
# All governments are split in 2 groups - strong dynastic and non-dynastic ones
# Rulers from different dynastic governments can freely inherit from other dynastic governments
# Rulers from non-dynastic governemnt can't inherit from a dynastic one
# Many non-dynastic governments are unplayable, so it prevents game over
# Other non-dynastic governments are considered more advanced, and this prevents inferior
# dynastic governments from stealing land and non-dynastic vassals via inheritance
# Default is yes.
inherit_from_dynastic_government = yes
}
### brief: always_use_patronym ( bool )
# Patronyms will display for characters if either their Culture or
# Government has this. Default is no.
#
always_use_patronym = no
### brief: affected_by_development ( bool )
# Are the counties with owners with this government type affected
# by development.
#
affected_by_development = yes
### brief: fallback ( integer )
# At least one government should be scripted as fallback, fallback
# governments will be selected in order of priority (1 is selected
# over 2), used when lacking other selection and when populating
# the map with holdings but no county holder exists. This value
# will define this government's priority as a fallback when other
# government types are invalid.
#
fallback = 0
### brief: can_get_government ( trigger )
# Trigger in character scope; checked when landed to see if it is
# an appropriate government. If failed, won't get this government
# (fallback will be used even if this fails if no other government
# is valid)
#
# Supported scopes:
# root: ( Character )
# Character being evaluated for the government type
#
can_get_government = { ... }
### brief: primary_holding ( database key )
# What is the primary holding type of this government type? Key is
# mapped to the holdings database: common/holdings/
#
primary_holding = castle_holding
### brief: valid_holdings ( array of database keys )
# Holdings that can be held directly by rulers of this government
# type. The primary holding is always valid. Keys are mapped to the
# holdings database: common/holdings/
#
valid_holdings = { church_holding }
### brief: required_county_holdings ( array of database keys )
# Which holdings must be present in a county before more of an
# existing type or others can be built. Keys are mapped to the
# holdings database: common/holdings/
#
required_county_holdings = { castle_holding city_holding }
### brief: primary_heritages ( array of database keys )
# A list of heritages for which this government type is valid and
# preferred. If both primary_cultures and primary_heritages are
# empty, there are no cultural restrictions or preferences. Keys
# are mapped to all entries within common/culture/pillars with the
# heritage type.
#
primary_heritages = { ... }
### brief: preferred_religions ( array of database keys )
# A list of religions for which this government type is preferred.
# Keys are mapped to common/religion/religions
#
preferred_religions = { ... }
### brief: court_generate_commanders ( integer / bool )
# Should commanders be generated in courts of this government? Can
# use a multiplier to the default number.
# yes = 1, no = 0
#
court_generate_commanders = yes / no / [0, int_max]
# brief: supply_limit_mult_for_others ( fixed point )
# Army owners of different govenment type have this multiplier
# applied to the supply limit
#
supply_limit_mult_for_others = 0
### brief: prestige_opinion_override ( array of int )
# Override for the opinion bonus that prestige levels gain, number
# of values should match the define in NCharacterOpinion::
# PRESTIGIOUS
#
prestige_opinion_override = { -20 10 ... }
### brief: vassal_contract ( array of database keys )
# Vassal obligations, how much does the vassal give to their liege.
# The vassal's government type determines which contract type is
# used.Note that the values can be changed with the
# vassal_tax_contribution_add and vassal_levy_contribution_add
# modifiers. Key are mapped to the vassal contracts database:
# common/vassal_contracts/
#
vassal_contract = {
# List of vassal contract types
}
### brief: house_unity ( database key, optional )
# Database key pointing to a configuration of house unity this
# government uses if applicable. Key is mapped to
# common/house_unities
#
house_unity = house_unity_key
### brief: domicile_type ( database key, optional )
# Database key pointing to a configuration of domicile this
# government uses if applicable. Key is mapped to
# common/domiciles
#
domicile_type = domicile type key
### brief: ai
# Overrides for some AI functionaltiy when held by an AI with this
# government type. Note that some features might be disabled for
# other reasons (e.g. if not independent, if below a certain tier).
#
ai = {
### brief: use_lifestyle ( flag )
# Whether or not the AI checks for lifestyles.
#
use_lifestyle = yes
### brief: arrange_marriage ( flag )
# Actively arrange marriages. Can still receive marriage
# requests if disabled.
#
arrange_marriage = yes
### brief: use_goals ( flag )
# Use longterm goals (build holdings, perform major decisions,
# etc)
#
use_goals = yes
### brief: use_decisions ( flag )
# Use minor decisions.
#
use_decisions = yes
### brief: use_scripted_guis ( flag )
# Will evaluate using scripted guis.
#
use_scripted_guis = yes
### brief: use_legends ( flag )
# Will create and promote legends.
#
use_legends = yes
### brief: perform_religious_reformation ( flag )
#
perform_religious_reformation = yes
}
### brief: character_modifier ( modifiers )
# Modifier applied to the ruler character with this government type.
#
character_modifier = {}
### brief: color ( vector 3 )
# Color for map mode
#
color = { 100 100 100 }
### brief: flag ( flag )
# List of flags this government uses. Can be defined as any string
# that can be referenced by government_has_flag = some_flag. Can
# be defined multiple times for multiple flags.
#
flag = some_flag
}
Allowed Modifiers
=================
Modifiers referenced by a government object can be only generic
(hardcoded) modifiers, or modifiers generated from the following
databases:
- schemes
- holdings
- lifestyles
- regions
Other generated modifiers are _not_ allowed, such as those from other
governments, men_at_arms_types, cultures, or terrain types.

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title_succession_laws = {
#Default Feudal Elective
feudal_elective_succession_law = {
can_have = {
government_has_flag = government_is_feudal
highest_held_title_tier >= tier_duchy
NOR = { #Cultures have their special flavor.
culture = { has_cultural_parameter = witenagemot_succession_enabled }
culture = { has_cultural_parameter = scandinavian_elective_enabled }
culture = { has_cultural_parameter = tribal_elective_enabled } #FP3 addition
}
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = feudal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#HRE Succession
princely_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
highest_held_title_tier = tier_empire
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
this = title:e_hre
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = princely_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
modifier = {
vassal_limit = 20
minority_opinion = -15
}
revoke_cost = {
prestige = change_hre_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#Witenagemot
saxon_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = witenagemot_succession_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = saxon_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#Thing
scandinavian_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = scandinavian_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = scandinavian_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#Tanistry
gaelic_elective_succession_law = {
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
custom_description = {
OR = {
culture = { has_cultural_pillar = heritage_brythonic }
culture = { has_cultural_pillar = heritage_goidelic }
}
text = succession_laws_must_have_valid_tanistry_culture
}
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = gaelic_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#Jirga elective
tribal_elective_succession_law = { #FOR FP3
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = tribal_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = tribal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
#Player Heir
temporal_head_of_faith_succession_law = {
can_title_have = {
is_temporal_head_of_faith_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
custom_description = {
text = succession_laws_must_not_be_temporal
is_temporal_head_of_faith_trigger = no
}
}
succession = {
order_of_succession = player_heir
}
}
#Noble Family Succession
noble_family_succession_law = {
can_title_have = {
is_noble_family_title = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
always = no
}
succession = {
order_of_succession = noble_family
}
flag = can_designate_heirs
}
}

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character_gender_can_rule_title_trigger = {
trigger_if = {
limit = {
$GENDER$ = { is_male = yes }
exists = $TITLE$
$TITLE$ = {
NOT = {
has_title_law = female_only_law
}
}
}
always = yes
}
trigger_else_if = {
limit = {
$GENDER$ = { is_female = yes }
exists = $TITLE$
$TITLE$ = {
NOT = {
has_title_law = male_only_law
}
}
}
always = yes
}
trigger_else = {
always = no
}
}
character_gender_can_inherit_from_trigger = {
save_temporary_scope_as = heir
trigger_if = {
limit = {
$CHARACTER$ = { exists = primary_title }
}
$CHARACTER$ = {
character_gender_can_rule_title_trigger = {
GENDER = scope:heir
TITLE = primary_title
}
}
}
trigger_else = {
always = no
}
}
has_partition_succession_realm_law_trigger = {
OR = {
has_realm_law = confederate_partition_succession_law
has_realm_law = partition_succession_law
has_realm_law = high_partition_succession_law
has_realm_law = clan_antagonistic_partition_succession_law
has_realm_law = clan_competitive_partition_succession_law
has_realm_law = clan_impassive_partition_succession_law
has_realm_law = clan_friendly_partition_succession_law
has_realm_law = clan_harmonious_partition_succession_law
}
}
realm_law_use_crown_authority = {
# We separate this out into a different trigger for moddability purposes, per community request: this allows more diverse authority laws to be easily modded in without needing to override 00_realm_laws.txt, and thus for greater inter-mod compatibility.
realm_law_use_tribal_authority = no
realm_law_use_camp_purpose = no
realm_law_use_imperial_bureaucracy = no
}
realm_law_use_tribal_authority = {
government_has_flag = government_is_tribal
}
realm_law_use_camp_purpose = {
government_has_flag = government_is_landless_adventurer
}
realm_law_use_imperial_bureaucracy = {
has_government = administrative_government
}
can_have_confederate_partition_succession_law_trigger = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_tribal
}
}
can_keep_partition_succession_law_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = partition_succession_law
}
OR = {
can_have_partition_succession_law_trigger = yes
# Mongol Empires
has_title = title:e_mongol_empire
has_title = title:e_ilkhanate
has_title = title:e_golden_horde
has_title = title:e_chagatai
has_title = title:e_black_horde
has_title = title:e_white_horde
has_title = title:e_aarlud_khanate
has_title = title:e_togskol_khanate
has_title = title:e_baruun_khanate
}
}
NOT = { government_has_flag = government_is_clan }
}
can_have_partition_succession_law_trigger = {
culture = {
has_innovation = innovation_hereditary_rule
}
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
}
}
}
can_keep_high_partition_succession_law_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = high_partition_succession_law
}
OR = {
can_have_high_partition_succession_law_trigger = yes
# Mongol Empires
has_title = title:e_mongol_empire
has_title = title:e_ilkhanate
has_title = title:e_golden_horde
has_title = title:e_chagatai
has_title = title:e_black_horde
has_title = title:e_white_horde
has_title = title:e_aarlud_khanate
has_title = title:e_togskol_khanate
has_title = title:e_baruun_khanate
}
}
NOT = { government_has_flag = government_is_clan}
}
can_have_high_partition_succession_law_trigger = {
trigger_if = {
limit = {
NOT = {
culture = { has_cultural_parameter = can_enact_high_partition_succession_law }
}
}
culture = { has_innovation = innovation_heraldry }
}
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
}
}
}
can_keep_single_heir_succession_law_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = single_heir_succession_law
}
OR = {
can_have_single_heir_succession_law_trigger = yes
# Byzantine Empire
historical_succession_access_single_heir_succession_law_trigger = yes
}
}
}
can_have_single_heir_succession_law_trigger = {
culture = {
has_innovation = innovation_primogeniture
}
# Non-tribals only
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
NOT = { has_government = administrative_government }
}
can_keep_single_heir_youngest_succession_law_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = single_heir_succession_law_youngest
}
OR = {
can_have_single_heir_youngest_succession_law_trigger = yes
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
}
}
}
can_have_single_heir_youngest_succession_law_trigger = {
culture = {
has_innovation = innovation_primogeniture
}
# Non-tribals only
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
NOT = { has_government = administrative_government }
}
can_keep_single_heir_dynasty_house_trigger = {
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
trigger_if = {
limit = {
has_realm_law = single_heir_dynasty_house
}
OR = {
can_have_single_heir_dynasty_house_trigger = yes
historical_succession_access_single_heir_dynasty_house_trigger = yes
}
}
}
can_have_single_heir_dynasty_house_trigger = {
exists = house
trigger_if = {
limit = {
culture = {
OR = {
has_cultural_pillar = heritage_west_slavic
NOT = { has_innovation = innovation_heraldry }
}
}
}
culture = {
has_innovation = innovation_table_of_princes
}
}
trigger_else = {
culture = {
has_innovation = innovation_heraldry
}
}
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
NOT = { has_government = administrative_government }
}
can_have_bishop_theocratic_succession_law_trigger = {
OR = {
is_theocratic_lessee = yes
government_has_flag = government_is_theocracy
}
}
is_temporal_head_of_faith_trigger = {
is_head_of_faith = yes
holder.faith = { has_doctrine = doctrine_temporal_head }
}
can_title_have_law_general_trigger = {
tier >= tier_duchy
is_temporal_head_of_faith_trigger = no
}
can_have_holy_order_succession_law_trigger = {
government_has_flag = government_is_holy_order
}
can_have_mercenary_succession_law_trigger = {
government_has_flag = government_is_mercenary
}
can_have_city_succession_law_trigger = {
government_has_flag = government_is_republic
}
title_can_reduce_partition_law_trigger = {
OR = {
AND = {
has_realm_law = single_heir_succession_law
holder = {
can_have_high_partition_succession_law_trigger = yes
}
}
AND = {
has_realm_law = high_partition_succession_law
holder = {
can_have_high_partition_succession_law_trigger = yes
}
}
AND = {
has_realm_law = partition_succession_law
holder = {
can_have_confederate_partition_succession_law_trigger = yes
}
}
}
}
can_pass_law_ca1_trigger = {
culture = { has_innovation = innovation_plenary_assemblies }
}
can_pass_law_ca2_trigger = {
culture = { has_innovation = innovation_royal_prerogative }
}
can_pass_law_ca3_trigger = {
culture = { has_innovation = innovation_royal_prerogative }
}
can_have_acclamation_succession_law_trigger = {
has_ep3_dlc_trigger = yes
has_government = administrative_government
is_independent_ruler = yes
}
can_keep_acclamation_succession_law_trigger = {
has_ep3_dlc_trigger = yes
trigger_if = {
limit = {
has_realm_law = acclamation_succession_law
}
OR = {
can_have_acclamation_succession_law_trigger = yes
has_title = title:e_britannia
}
}
}
can_change_acclamation_succession_law_trigger = {
has_ep3_dlc_trigger = yes
}

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@ -0,0 +1,973 @@
admin_emperor = {
default_candidates = { holder_close_family landed_vassal }
invested_candidates = { holder_close_extended_family landed_vassal_close_extended_family unlanded_noble_close_extended_family unlanded_noble_house_head }
allow_children = yes
candidate_score = {
value = {
# AGE
if = {
limit = { age <= 5 }
subtract = {
value = 100
desc = infant_candidate_desc
}
}
else_if = {
limit = { age < 10 }
subtract = {
value = 50
desc = child_candidate_desc
}
}
else_if = {
limit = { age < 16 }
subtract = {
value = 20
desc = adolescent_candidate_desc
}
}
else_if = {
limit = { age > 60 }
subtract = {
value = 20
desc = geriatric_candidate_desc
}
}
# SKILLS
add = {
value = {
add = diplomacy
add = learning
add = martial
add = intrigue
add = stewardship
multiply = 2
}
desc = sum_of_skills_desc
}
# TRAITS
if = {
limit = {
has_trait = born_in_the_purple
}
add = {
value = 50
desc = trait_born_in_the_purple
}
}
if = {
limit = {
has_trait = disfigured
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1000
desc = trait_disfigured
}
}
if = {
limit = { has_trait = clubfooted }
subtract = {
value = 15
desc = trait_clubfooted
}
}
if = {
limit = { has_trait = dwarf }
subtract = {
value = 15
desc = trait_dwarf
}
}
if = {
limit = { has_trait = hunchbacked }
subtract = {
value = 15
desc = trait_hunchbacked
}
}
if = {
limit = { has_trait = lisping }
subtract = {
value = 20
desc = trait_lisping
}
}
if = {
limit = {
OR = {
has_trait = inbred
has_trait = spindly
has_trait = scaly
has_trait = albino
has_trait = wheezing
has_trait = bleeder
has_trait = infirm
}
}
subtract = {
value = 50
desc = negative_trait_succession
}
}
if = {
limit = {
has_trait = incapable
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1000
desc = trait_incapable
}
}
if = {
limit = {
has_trait = blind
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1000
desc = trait_blind
}
}
if = {
limit = {
has_trait = eunuch_1
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1000
desc = trait_eunuch
}
}
if = {
limit = {
has_trait = beardless_eunuch
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1500
desc = trait_beardless_eunuch
}
}
if = {
limit = {
has_trait = disinherited
scope:title.holder.culture = { has_cultural_parameter = physical_disfigurement_blocks_inheritance }
}
subtract = {
value = 1000
desc = trait_disinherited
}
}
if = {
limit = { has_trait = gallivanter }
subtract = {
value = 1000
desc = trait_gallivanter
}
}
# CRIMINAL
if = {
limit = {
has_trait = deviant
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "deviant_and_criminal_desc"
}
}
if = {
limit = {
has_trait = incestuous
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "incestuous_and_criminal_desc"
}
}
if = {
limit = {
has_trait = sodomite
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "sodomite_and_criminal_desc"
}
}
if = {
limit = {
has_trait = cannibal
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "cannibal_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_1
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "kinslayer_1_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_2
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_2 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "kinslayer_2_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_3
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_3 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "kinslayer_3_and_criminal_desc"
}
}
if = {
limit = {
has_trait = witch
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "witch_and_criminal_desc"
}
}
if = {
limit = {
has_trait = adulterer
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "adulterer_and_criminal_desc"
}
}
if = {
limit = {
has_trait = fornicator
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -20
desc = "fornicator_and_criminal_desc"
}
}
# COUNCIL POSITIONS
if = {
limit = {
top_liege ?= {
legitimacy_level >= 3
any_councillor ?= { this = root }
}
}
add = {
value = 20
desc = councillor_position_desc
}
}
else_if = {
limit = {
top_liege ?= {
any_councillor ?= { this = root }
}
}
add = {
value = 10
desc = councillor_position_desc
}
}
# COURT POSITIONS
if = {
limit = {
top_liege ?= {
legitimacy_level >= 3
any_court_position_holder ?= {
this = root
}
}
}
add = {
value = 10
desc = court_position_succession_desc
}
}
else_if = {
limit = {
top_liege ?= {
any_court_position_holder ?= {
this = root
}
}
}
add = {
value = 5
desc = court_position_succession_desc
}
}
# FAITH HOSTILITY
if = {
limit = {
top_liege.primary_title.state_faith ?= {
NOT = { this = root.faith }
faith_hostility_level = {
target = root.faith
value = faith_fully_accepted_level
}
}
} #Change to faith acceptance
subtract = {
value = 5
desc = accepted_faith_succession_desc
}
}
else_if = {
limit = {
top_liege.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value = faith_astray_level
}
}
} #Change to faith acceptance
subtract = {
value = 20
desc = astray_faith_succession_desc
}
}
else_if = {
limit = {
top_liege.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value = faith_hostile_level
}
}
} #Change to faith acceptance
subtract = {
value = 50
desc = hostile_faith_succession_desc
}
}
else_if = {
limit = {
top_liege.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value >= faith_evil_level
}
}
} #Change to faith acceptance
subtract = {
value = 100
desc = evil_faith_sucession_desc
}
}
# CLAIMS
if = {
limit = { has_strong_claim_on = scope:title }
add = {
value = 50
desc = title_claim_desc
}
}
else_if = {
limit = { has_weak_claim_on = scope:title }
add = {
value = 30
desc = title_weak_claim_desc
}
}
# POPULAR OPINION
if = {
limit = { is_landed = yes }
add = {
value = {
value = capital_county.county_holder_opinion
multiply = 0.5
}
desc = county_holder_opinion_desc
}
}
# LIFESTYLE PERKS
if = {
limit = { has_perk = dignitas_perk }
add = {
value = 30
desc = dignitas_perk_name
}
}
#TITLE TIER
if = {
limit = {
is_landed = yes
highest_held_title_tier = tier_duchy
}
add = {
value = 10
desc = duchy_tier_desc
}
}
if = {
limit = {
is_landed = yes
highest_held_title_tier = tier_kingdom
}
add = {
value = 20
desc = kingdom_tier_desc
}
}
#LOWBORN? EW no
if = {
limit = {
is_lowborn = yes
}
subtract = {
value = 100
desc = lowborn_desc_succession
}
}
#INFLUENCE LEVEL
if = {
limit = {
influence_level = 0
}
subtract = {
value = 20
desc = "[influence_level|E]"
}
}
if = {
limit = {
influence_level >= 2
}
add = {
value = 20
multiply = {
value = influence_level
subtract = 1 # Base value should start at 2
}
desc = "[influence_level|E]"
}
}
#DIFFERENT CULTURE FROM IMPERIAL CAPITAL
if = {
limit = {
root.top_liege.capital_county.culture ?= {
NOT = { this = root.culture }
cultural_acceptance = {
target = root.culture
value = 0
}
}
}
subtract = {
value = 50
desc = no_cultural_acceptance
}
}
else_if = {
limit = {
root.top_liege.capital_county.culture ?= {
NOT = { this = root.culture }
cultural_acceptance = {
target = root.culture
value <= 20
}
}
}
subtract = {
value = 40
desc = terrible_cultural_acceptance
}
}
else_if = {
limit = {
root.top_liege.capital_county.culture ?= {
NOT = { this = root.culture }
cultural_acceptance = {
target = root.culture
value <= 40
}
}
}
subtract = {
value = 30
desc = poor_cultural_acceptance
}
}
else_if = {
limit = {
root.top_liege.capital_county.culture ?= {
NOT = { this = root.culture }
cultural_acceptance = {
target = root.culture
value <= 60
}
}
}
subtract = {
value = 20
desc = mediocre_cultural_acceptance
}
}
else_if = {
limit = {
root.top_liege.capital_county.culture ?= {
NOT = { this = root.culture }
cultural_acceptance = {
target = root.culture
value <= 80
}
}
}
subtract = {
value = 10
desc = accepted_foreign_culture
}
}
#ELDEST ELIGIBLE CHILD OF EMPEROR
if = {
limit = {
scope:title.holder = {
OR = {
has_realm_law = male_preference_law
has_realm_law = male_only_law
}
}
is_male = yes
is_child_of = scope:title.holder
is_eunuch_trigger = no
NOT = { has_trait = bastard }
any_sibling = {
count = 0
is_male = yes
age > prev.age
is_eunuch_trigger = no
NOT = { has_trait = bastard }
}
}
add = {
value = 30
multiply = scope:title.holder.legitimacy_level
desc = eldest_imperial_son_desc
}
}
else_if = {
limit = {
scope:title.holder = {
OR = {
has_realm_law = female_preference_law
has_realm_law = female_only_law
}
}
is_female = yes
is_child_of = scope:title.holder
NOT = { has_trait = bastard }
any_sibling = {
count = 0
is_female = yes
age > prev.age
NOT = { has_trait = bastard }
}
}
add = {
value = 30
multiply = scope:title.holder.legitimacy_level
desc = eldest_imperial_daughter_desc
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = equal_law
}
is_eunuch_trigger = no
NOT = { has_trait = bastard }
is_child_of = scope:title.holder
any_sibling = {
count = 0
age > prev.age
is_eunuch_trigger = no
NOT = { has_trait = bastard }
}
}
add = {
value = 30
multiply = scope:title.holder.legitimacy_level
desc = eldest_imperial_child_desc
}
}
#CLOSE FAMILY
else_if = {
limit = {
is_close_family_of = scope:title.holder
}
add = {
value = 20
multiply = scope:title.holder.legitimacy_level
desc = imperial_close_family_desc
}
}
#EXTENDED FAMILY
else_if = {
limit = {
is_close_or_extended_family_of = scope:title.holder
}
add = {
value = 15
multiply = scope:title.holder.legitimacy_level
desc = imperial_close_extended_family_desc
}
}
#SAME HOUSE
else_if = {
limit = {
house = top_liege.house
}
add = {
value = 10
multiply = scope:title.holder.legitimacy_level
desc = imperial_same_house_desc
}
}
#SPOUSE AND THEIR FAMILY
if = {
limit = {
is_spouse_of = scope:title.holder
}
add = {
value = 4
multiply = scope:title.holder.legitimacy_level
desc = spouse_of_emperor_desc
}
}
if = {
limit = {
scope:title.holder = {
any_spouse = { is_close_family_of = root }
NOT = { is_close_family_of = root }
}
}
add = {
value = 4
multiply = scope:title.holder.legitimacy_level
desc = close_family_married_to_holder_desc
}
}
#FRIENDS OF THE EMPEROR
if = {
limit = {
has_relation_friend = scope:title.holder
}
add = {
value = scope:title.holder.legitimacy_level
multiply = 4
desc = imperial_friend_desc
}
}
if = {
limit = {
has_relation_best_friend = scope:title.holder
}
add = {
value = scope:title.holder.legitimacy_level
multiply = 8
desc = imperial_best_friend_desc
}
}
if = {
limit = {
has_relation_guardian = scope:title.holder
}
add = {
value = scope:title.holder.legitimacy_level
multiply = 8
desc = imperial_guardian_desc
}
}
if = {
limit = {
exists = house
}
# All get to use their Family Rating
add = {
value = house.house_power_score
multiply = 0.5
desc = "[powerful_family_rating|E]"
}
}
#CO-EMPEROR OF EMPEROR
if = {
limit = {
is_diarch_of_target = scope:title.holder
scope:title.holder = { character_has_co_emperorship_trigger = yes }
}
# Once for their raw status.
add = {
value = 50
desc = imperial_co_emperor_desc
}
# And once again for their actual power.
add = {
value = scope:title.holder.diarchy_swing
desc = imperial_diarch_desc
}
}
#OTHER DIARCHS OF EMPEROR
else_if = {
limit = {
is_diarch_of_target = scope:title.holder
# Civil servants excluded.
scope:title.holder = {
NOT = { has_diarchy_active_parameter = diarchy_is_primeministership }
}
}
add = {
value = scope:title.holder.diarchy_swing
desc = imperial_diarch_desc
}
}
# MODIFIERS
if = {
limit = {
has_character_flag = patriarch_support_2030
}
add = {
value = 10
desc = patriarch_support_2030_desc
}
}
if = {
limit = { has_character_modifier = restored_greek_theme_modifier }
add = {
value = 50
desc = restored_greek_theme_modifier
}
}
if = {
limit = {
has_character_flag = decried_weakness_score
}
add = {
value = 20
desc = decried_weakness_score_desc
}
}
if = {
limit = {
has_character_flag = insulted_trait_candidate_score
}
add = {
value = 15
desc = insulted_trait_score_desc
}
}
if = {
limit = {
has_character_flag = boosted_by_sycophant_score
}
add = {
value = 15
desc = boosted_by_sycophant_score_desc
}
}
# SCHEMES
if = {
limit = {
has_character_modifier = scheme_slandered_modifier
}
add = {
value = slander_acclamation_score_value
desc = scheme_slandered_modifier
}
}
if = {
limit = {
has_character_modifier = scheme_promoted_modifier
}
add = {
value = promote_acclamation_score_value # Keep this balanced if more values are added!
desc = scheme_promoted_modifier
}
}
# Renounced imperial aspriations (from decision)
if = {
limit = {
OR = {
has_character_modifier = ep3_admin_renounce_throne_personal
house ?= { has_house_modifier = ep3_admin_renounce_throne_house }
}
}
add = {
value = -1000
desc = admin_renounced_throne
}
}
# ADJUST BASED ON GENDER LAW - MUST GO AT THE END
save_temporary_value_as = pre_gender_law_calc
if = { # If the temp value is negative, flip it for the coming calculations
limit = { scope:pre_gender_law_calc < 0 }
if = {
limit = {
scope:title.holder = {
has_realm_law = male_preference_law
}
is_female = yes
}
subtract = {
value = scope:pre_gender_law_calc
multiply = -1
multiply = 0.5
desc = male_preference_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = male_only_law
}
is_female = yes
}
multiply = {
value = 0
desc = male_only_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = female_preference_law
}
is_female = no
}
subtract = {
value = scope:pre_gender_law_calc
multiply = -1
multiply = 0.5
desc = female_only_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = female_only_law
}
is_female = no
}
multiply = {
value = 0
desc = female_only_law
}
}
}
else = {
if = {
limit = {
scope:title.holder = {
has_realm_law = male_preference_law
}
is_female = yes
}
subtract = {
value = scope:pre_gender_law_calc
multiply = 0.5
desc = male_preference_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = male_only_law
}
is_female = yes
}
multiply = {
value = 0
desc = male_only_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = female_preference_law
}
is_female = no
}
subtract = {
value = scope:pre_gender_law_calc
multiply = 0.5
desc = female_only_law
}
}
else_if = {
limit = {
scope:title.holder = {
has_realm_law = female_only_law
}
is_female = no
}
multiply = {
value = 0
desc = female_only_law
}
}
}
# ROUND THE NUMBER
divide = 1
ceiling = yes
multiply = 1
}
}
}

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admin_governor = {
default_candidates = { holder_close_family }
invested_candidates = { holder_house_member landed_vassal landed_vassal_house_member unlanded_noble_house_head unlanded_noble_close_family }
candidate_score = {
value = {
# Base - Based on skills
add = {
value = martial
add = diplomacy
add = stewardship
add = intrigue
add = learning
multiply = 1
desc = sum_of_skills_desc
}
# Traits
if = {
limit = {
OR = {
has_trait = blind
has_trait = incapable
has_trait = infirm
}
}
subtract = {
value = 50
desc = negative_trait_succession
}
}
if = {
limit = { has_trait = disinherited }
subtract = {
value = 200
desc = trait_disinherited
}
}
if = {
limit = { has_trait = gallivanter }
subtract = {
value = 200
desc = trait_gallivanter
}
}
# CRIMINAL
if = {
limit = {
has_trait = deviant
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = deviant FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "deviant_and_criminal_desc"
}
}
if = {
limit = {
has_trait = incestuous
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "incestuous_and_criminal_desc"
}
}
if = {
limit = {
has_trait = sodomite
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "sodomite_and_criminal_desc"
}
}
if = {
limit = {
has_trait = cannibal
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "cannibal_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_1
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "kinslayer_1_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_2
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_2 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "kinslayer_2_and_criminal_desc"
}
}
if = {
limit = {
has_trait = kinslayer_3
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = kinslayer_3 FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "kinslayer_3_and_criminal_desc"
}
}
if = {
limit = {
has_trait = witch
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = witch FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "witch_and_criminal_desc"
}
}
if = {
limit = {
has_trait = adulterer
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "adulterer_and_criminal_desc"
}
}
if = {
limit = {
has_trait = fornicator
exists = top_liege.primary_title.state_faith
trait_is_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = top_liege.primary_title.state_faith GENDER_CHARACTER = root }
}
add = {
value = -30
desc = "fornicator_and_criminal_desc"
}
}
# COUNCIL POSITIONS
if = {
limit = {
scope:title.holder ?= {
any_councillor ?= { this = root }
}
}
add = {
value = 20
multiply = scope:title.holder.governor_efficiency
desc = councillor_position_governor_desc
}
}
# COURT POSITIONS
if = {
limit = {
scope:title.holder ?= {
any_court_position_holder ?= {
this = root
}
}
}
add = {
value = 5
multiply = scope:title.holder.governor_efficiency
desc = court_position_succession_governor_desc
}
}
# FAITH HOSTILITY
if = {
limit = {
scope:title.holder.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value = faith_astray_level
}
}
} #Change to faith acceptance
subtract = {
value = 10
desc = astray_faith_succession_desc
}
}
if = {
limit = {
scope:title.holder.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value = faith_hostile_level
}
}
} #Change to faith acceptance
subtract = {
value = 25
desc = hostile_faith_succession_desc
}
}
if = {
limit = {
scope:title.holder.primary_title.state_faith ?= {
faith_hostility_level = {
target = root.faith
value >= faith_evil_level
}
}
} #Change to faith acceptance
subtract = {
value = 50
desc = evil_faith_sucession_desc
}
}
# CLAIMS
if = {
limit = { has_strong_claim_on = scope:title }
add = {
value = 25
desc = title_claim_desc
}
}
else_if = {
limit = { has_weak_claim_on = scope:title }
add = {
value = 15
desc = title_weak_claim_desc
}
}
# POPULAR OPINION
if = {
limit = { is_landed = yes }
add = {
value = {
value = capital_county.county_holder_opinion
multiply = 0.25
}
desc = county_holder_opinion_desc
}
}
# PERKS
if = {
limit = { has_perk = ducal_conquest_perk }
add = {
value = 30
desc = ducal_conquest_perk_name
}
}
# LOWBORN? EW no
if = {
limit = {
is_lowborn = yes
}
subtract = {
value = 25
desc = lowborn_desc_succession
}
}
# INFLUENCE LEVEL
if = {
limit = {
influence_level = 0
}
subtract = {
value = 10
desc = "[influence_level|E]"
}
}
if = {
limit = {
influence_level >= 2
}
add = {
value = 10
multiply = {
value = influence_level
subtract = 1 # Base value should start at 2
}
desc = "[influence_level|E]"
}
}
#SAME CULTURE AS REGION
if = {
limit = { culture ?= scope:title.holder.capital_county.culture }
add = {
value = 10
desc = of_local_culture_succession_desc
}
}
# Personal reasons
if = {
limit = {
scope:title.holder ?= { is_close_family_of = root }
}
add = {
value = 10
multiply = scope:title.holder.governor_efficiency
desc = "close_family_holder_desc"
}
}
else_if = {
limit = {
scope:title.holder ?= {
any_spouse = { is_close_family_of = root }
NOT = { is_close_family_of = root }
}
}
add = {
value = 10
desc = "close_family_married_to_holder_desc"
}
}
#FRIENDS OF THE HOLDER
if = {
limit = {
scope:title.holder ?= { has_relation_friend = root }
}
add = {
value = 5
multiply = scope:title.holder.governor_efficiency
desc = governor_friend_desc
}
}
if = {
limit = {
scope:title.holder ?= { has_relation_best_friend = root }
}
add = {
value = 15
multiply = scope:title.holder.governor_efficiency
desc = governor_best_friend_desc
}
}
#REGENT OF EMPEROR
if = {
limit = { scope:title.holder.diarch ?= root }
add = {
value = scope:title.holder.diarchy_swing
desc = governor_diarch_desc
}
}
# Schemes
if = {
limit = { has_character_modifier = scheme_slandered_modifier }
add = {
value = slander_appointment_score_value
desc = scheme_slandered_modifier
}
}
if = {
limit = { has_character_modifier = scheme_promoted_modifier }
add = {
value = promote_appointment_score_value # Keep this balanced if more values are added!
desc = scheme_promoted_modifier
}
}
# Decisions
if = {
limit = {
has_character_modifier = ep3_integration_promoter_modifier
has_variable = integration_promoted_in
var:integration_promoted_in.duchy ?= scope:title
}
add = {
value = 30
desc = ep3_integration_promoter_modifier
}
}
# PETITION
if = {
limit = { scope:title.var:petition_house_rights ?= house }
add = {
value = 250
desc = petition_liege_house_province_rights_value_desc
}
}
# EXISTING GOVERNORSHIPS
if = {
limit = { is_governor = yes }
add = {
value = -1000
desc = already_a_governor_tt
}
}
#ADJUST BASED ON GENDER LAW - MUST GO AT THE END
if = {
limit = {
scope:title.holder.top_liege ?= { has_realm_law = male_preference_law }
is_female = yes
}
multiply = {
value = {
value = 1
subtract = appointment_non_preferred_gender_penalty_value
}
desc = appointment_male_preference_desc
}
}
else_if = {
limit = {
scope:title.holder.top_liege ?= { has_realm_law = male_only_law }
is_female = yes
}
multiply = {
value = {
value = 1
subtract = appointment_opposite_gender_penalty_value
}
desc = appointment_male_only_desc
}
}
else_if = {
limit = {
scope:title.holder.top_liege ?= { has_realm_law = female_preference_law }
is_female = no
}
multiply = {
value = {
value = 1
subtract = appointment_non_preferred_gender_penalty_value
}
desc = appointment_female_preference_desc
}
}
else_if = {
limit = {
scope:title.holder.top_liege ?= { has_realm_law = female_only_law }
is_female = no
}
multiply = {
value = {
value = 1
subtract = appointment_opposite_gender_penalty_value
}
desc = appointment_female_only_desc
}
}
# We remove all score from the emperor, to make sure you don't inherit governorships needlessly
if = {
limit = {
is_independent_ruler = yes
}
multiply = {
value = 0
desc = appointment_is_top_liege
}
}
}
}
}

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# 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.
princely_elective = { #HRE Elective.
elector_vote_strength = {
base = 1
modifier = { #Imperial Dignity
desc = tooltip_feudal_vote_strength_emperor_tier
add = 2
highest_held_title_tier = 5
}
modifier = { #Royal Dignity
desc = tooltip_feudal_vote_strength_king_tier
add = 1
highest_held_title_tier = 4
}
modifier = { #Powerful Vassal
desc = tooltip_feudal_vote_strength_powerful_vassal
add = {
value = 1
if = { #Additional point if the vassal is more powerful than the current ruler (Vassal King who meets this condition will have more voting power than the Emperor himself (1+1+1+2 = 5))
limit = {
max_military_strength > scope:holder.max_military_strength
}
add = 2
}
}
NOT = { this = scope:holder }
is_powerful_vassal = yes
liege = scope:holder
}
modifier = { #Clerical Influence
desc = tooltip_feudal_vote_strength_theocrat
add = 2
NOT = { this = scope:holder }
OR = {
government_has_flag = government_is_theocracy
has_council_position = councillor_court_chaplain
}
faith = scope:holder.faith
faith = { has_doctrine = doctrine_theocracy_lay_clergy }
NOT = { root = scope:holder.faith.religious_head }
}
modifier = { #Papal Influence
desc = tooltip_feudal_vote_strength_pope
add = 4 #If the Pope is an elector, his vote is the most important of all.
NOT = { this = scope:holder }
root = scope:holder.faith.religious_head
}
modifier = { #Regent Influence
desc = tooltip_feudal_vote_strength_is_diarch
add = 1
is_diarch_of_target = scope:holder
}
}
electors = {
max = 8 #Seven Prince-Electors + 1 Emperor.
add = holder #The Emperor
add = {
type = title_dejure_vassals
limit = {
scope:title = { #Either title is higher than Duke-tier, or must be primary.
OR = {
tier >= tier_kingdom
holder = { has_primary_title = prev }
}
}
OR = { #Either de facto direct vassal, or independent ruler who is de jure vassal. (no sub-vassals)
is_vassal_of = scope:holder
is_independent_ruler = yes
}
trigger_if = { #Must be true priests
limit = { government_has_flag = government_is_theocracy }
trigger_if = {
limit = { is_female = yes }
faith_dominant_gender_female_or_equal = yes
}
trigger_else = { faith_dominant_gender_male_or_equal = yes }
}
}
}
priority = {
base = 1
modifier = { # The Emperor is always picked.
add = 200
this = scope:holder
}
modifier = { # Prince-Electors. (specific titles, held by rulers of the same faith as the current holder)
add = 75
faith = scope:holder.faith
any_held_title = {
is_target_in_global_variable_list = { name = hre_elector_list target = this }
}
}
modifier = { #Fallback Electors
add = {
value = 10
if = { #Slightly favor same faith first.
limit = {
faith = scope:holder.faith
}
add = 15
}
if = { #Or compatible faith at least.
limit = {
faith = {
faith_hostility_level = {
target = scope:holder.faith
value = faith_fully_accepted_level
}
}
}
add = 5
}
if = { #Slightly favor theocracies of same faith.
limit = {
government_has_flag = government_is_theocracy
faith = scope:holder.faith
}
add = 4
}
if = { #Malus for other governments.
limit = {
government_has_flag = government_is_republic
}
subtract = 5
}
if = { #Malus for other governments.
limit = {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_clan
government_has_flag = government_is_mercenary
government_has_flag = government_is_holy_order
}
}
subtract = 4
}
if = { #Slight prioritization for same culture.
limit = {
culture = scope:holder.culture
}
add = 4
}
# Favor higher tier titles
if = {
limit = {
highest_held_title_tier >= tier_kingdom
}
add = 5
}
# Disfavor non-theocratic counts
if = {
limit = {
NOT = { government_has_flag = government_is_theocracy }
highest_held_title_tier < tier_duchy
}
subtract = 5
}
}
}
}
}
candidate_score = {
base = 0
#Princely Elective uses very similar behavior to Feudal Elective. The few changes to the modifiers are already accounted for in the scripted_modifiers themselves.
###################### 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 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 = {
add = {
type = holder_direct_vassals
limit = {
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_dejure_vassals
limit = {
is_independent_ruler = yes #De jure vassals of the title who are not de facto vassals of the current ruler.
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = holder_close_or_extended_family
limit = {
is_close_family_of = scope:holder
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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