.mod file added
This commit is contained in:
parent
9112a64c1b
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622 changed files with 2 additions and 1370904 deletions
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@ -1,501 +0,0 @@
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### Brief: feudal_government
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#
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# This is referenced in code
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#
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feudal_government = {
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = yes
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royal_court = yes
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legitimacy = yes
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}
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fallback = 1
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primary_holding = castle_holding
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract_group = feudal_vassal
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ai = {
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use_legends = yes
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}
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flag = may_elevate_co_monarch
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_feudal
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flag = government_is_settled
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color = hsv{ 0.67 1.00 0.78 }
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}
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republic_government = {
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primary_holding = city_holding
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valid_holdings = { castle_holding }
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required_county_holdings = { city_holding castle_holding church_holding }
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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legitimacy = yes
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}
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domicile_type = estate
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ai = {
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arrange_marriage = no
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use_goals = no
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use_scripted_guis = no
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perform_religious_reformation = no
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use_legends = no
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}
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vassal_contract_group = republic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_special_republic
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flag = government_is_settled
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color = hsv{ 0.00 1.00 0.98 }
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}
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### Brief: theocracy_government
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# Head of faith will always get this if possible
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#
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# This is referenced in code
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#
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theocracy_government = {
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government_rules = {
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religious = yes
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inherit_from_dynastic_government = no
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}
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primary_holding = church_holding
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valid_holdings = { castle_holding tribal_holding nomad_holding herder_holding }
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required_county_holdings = { church_holding castle_holding city_holding }
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ai = {
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use_legends = no
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}
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can_get_government = {
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NOT = {
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faith = {
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has_doctrine = doctrine_theocracy_lay_clergy
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}
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}
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}
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vassal_contract_group = theocracy_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_theocracy
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flag = government_is_settled
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color = hsv{ 0.00 0.00 0.78 }
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}
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### Brief: clan_government
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clan_government = {
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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royal_court = yes
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legitimacy = yes
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dynasty_named_realms = yes
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}
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primary_holding = castle_holding
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primary_heritages = { heritage_arabic heritage_iranian heritage_turkic }
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fallback = 2
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preferred_religions = { islam_religion }
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valid_holdings = { castle_holding }
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required_county_holdings = { castle_holding city_holding church_holding }
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always_use_patronym = yes
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house_unity = clan_house_unity
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tax_slot_type = clan_tax_slot
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vassal_contract_group = clan_vassal
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ai = {
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use_legends = yes
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}
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opinion_of_liege = {
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scope:vassal = {
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if = {
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limit = {
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is_powerful_vassal = yes
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NOT = {
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is_allied_to = scope:liege
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}
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}
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value = clan_powerful_vassal_no_alliance_opinion_penalty_value
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}
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}
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}
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opinion_of_liege_desc = {
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first_valid = {
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triggered_desc = {
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trigger = {
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scope:vassal = {
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NOT = {
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is_allied_to = scope:liege
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}
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is_powerful_vassal = yes
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}
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}
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desc = "GOVERNMENT_CLAN_NOT_ALLIED_POWERFUL"
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}
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}
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_clan
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flag = may_appoint_viziers
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flag = government_is_settled
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color = hsv{ 0.39 0.93 0.54 }
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}
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tribal_government = {
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government_rules = {
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rulers_should_have_dynasty = yes
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regiments_prestige_as_gold = yes
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royal_court = yes
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legitimacy = yes
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}
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supply_limit_mult_for_others = -0.5
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primary_holding = tribal_holding
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required_county_holdings = { tribal_holding }
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valid_holdings = { castle_holding }
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prestige_opinion_override = { -10 0 3 5 10 20 }
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always_use_patronym = yes
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affected_by_development = no
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vassal_contract_group = tribal_vassal
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ai = {
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use_legends = yes
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}
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character_modifier = {
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title_creation_cost_mult = -0.5
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army_maintenance_mult = -0.5
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feudal_government_vassal_opinion = -20
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clan_government_vassal_opinion = -20
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republic_government_vassal_opinion = -20
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character_travel_safety = 10
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ai_war_chance = 0.25
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monthly_prestige = 0.2
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}
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flag = government_can_raid_rule
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flag = may_elevate_co_monarch
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_tribal
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flag = government_is_settled
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color = hsv{ 0.02 0.75 0.36 }
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}
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### Brief: mercenary_government
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# Mercenary will always get this
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#
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# This is referenced in code
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#
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mercenary_government = {
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government_rules = {
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court_generate_spouses = no
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council = no
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inherit_from_dynastic_government = no
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}
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court_generate_commanders = 5
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ai = {
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arrange_marriage = no
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use_goals = no
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use_scripted_guis = no
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perform_religious_reformation = no
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use_legends = no
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}
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flag = cannot_be_vassal_or_liege
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_mercenary
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color = hsv{ 0.00 0.00 0.66 }
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}
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### Brief: holy_order_government
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# Holy order will always get this
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#
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# This is referenced in code
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#
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holy_order_government = {
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government_rules = {
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council = no
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court_generate_spouses = no
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inherit_from_dynastic_government = no
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}
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court_generate_commanders = 5
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ai = {
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arrange_marriage = no
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use_goals = no
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use_scripted_guis = no
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perform_religious_reformation = no
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use_legends = no
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}
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valid_holdings = { castle_holding city_holding }
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flag = cannot_be_vassal_or_liege
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_holy_order
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color = hsv{ 0.00 0.00 0.66 }
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}
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### Brief: administrative_government
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# Default administrative government, used for Byzantium
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#
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# This is referenced in code
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#
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administrative_government = {
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = no
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royal_court = yes
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landless_playable = yes
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legitimacy = yes
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use_as_base_on_landed = yes
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use_as_base_on_rank_up = yes
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inherit_from_dynastic_government = no
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sticky_government = yes
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}
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domicile_type = estate
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fallback = 3
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primary_holding = castle_holding
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valid_holdings = { city_holding }
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required_county_holdings = { castle_holding city_holding church_holding }
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vassal_contract_group = admin_vassal
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character_modifier = {
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levy_size = -0.5
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feudal_government_tax_contribution_mult = -0.5
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feudal_government_levy_contribution_mult = -0.5
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clan_government_tax_contribution_mult = -0.5
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clan_government_levy_contribution_mult = -0.5
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men_at_arms_cap = -2
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men_at_arms_limit = -2
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knight_limit = -5
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vassal_limit = 100
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active_accolades = -1
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title_creation_cost_mult = -0.5
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_administrative
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# These flags only exist for loc and in-game descriptions
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flag = government_has_influence
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flag = government_has_title_men_at_arms
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flag = government_has_powerful_families
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flag = government_is_settled
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color = { 72 6 92 }
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}
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### Brief: landless_adventurer_government
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# Default landless adventurer government
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#
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# This is referenced in code
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#
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landless_adventurer_government = {
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government_rules = {
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court_generate_spouses = no
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council = no
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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landless_playable = yes
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conditional_maa_refill = yes
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use_title_tier_modifiers = no
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mercenary = yes
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allow_out_of_realm_inheritance = yes
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use_as_base_on_landed = yes
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use_maa_maintenance = no
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}
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domicile_type = camp
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court_generate_commanders = no
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can_get_government = {
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any_held_title = {
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tier = tier_duchy
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is_landless_type_title = yes
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}
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}
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valid_holdings = { tribal_holding church_holding castle_holding city_holding }
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character_modifier = {
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active_accolades = -100
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knight_limit = 2
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men_at_arms_cap = -3
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men_at_arms_limit = -2
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character_travel_speed = 20
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siege_weapon_siege_value_mult = -0.5
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mercenary_hire_cost_mult = 1
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short_reign_duration_mult = -5
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long_reign_bonus_mult = -1
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domicile_travel_speed = -0.75
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monthly_wanderer_lifestyle_xp_gain_mult = 0.15
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}
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ai = {
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use_goals = no
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use_scripted_guis = no
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perform_religious_reformation = no
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use_legends = no
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = cannot_be_vassal_or_liege
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flag = government_is_landless_adventurer
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color = hsv{ 0.00 0.00 0.66 }
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}
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### Brief: nomad_government
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# Default nomad government, used for the Steppe Region
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#
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# This is referenced in code
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#
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nomad_government = {
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government_rules = {
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create_cadet_branches = yes
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rulers_should_have_dynasty = yes
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dynasty_named_realms = no
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royal_court = yes
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landless_playable = yes
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legitimacy = yes
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use_as_base_on_rank_up = yes
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use_as_base_on_landed = yes
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conditional_maa_refill = yes
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uses_county_fertility = yes
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uses_culture_and_house_head_named_realms = yes
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sticky_government = yes
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obedience = yes
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subject_men_at_arms = yes
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no_capital_movement_cooldown = yes
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}
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domicile_type = yurt
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primary_holding = nomad_holding
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valid_holdings = { nomad_holding castle_holding tribal_holding }
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required_county_holdings = { nomad_holding }
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generated_character_template = nomadic_chieftain_character
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affected_by_development = no
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max_dread = 150
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vassal_contract_group = nomad_vassal
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character_modifier = {
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steppe_travel_danger = steppe_high_danger_reduction
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plains_travel_danger = steppe_high_danger_reduction
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drylands_travel_danger = drylands_medium_danger_reduction
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mountains_travel_danger = mountains_medium_danger_reduction
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steppe_cancel_negative_supply = yes
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ignore_negative_opinion_of_culture = yes
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county_fertility_decline_add = -15
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movement_speed = 0.1
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movement_speed_land_raiding = 0.1
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the_great_steppe_supply_limit_add = 10000
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game_rule_extra_nomads_arabs_supply_limit_add = 10000
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game_rule_extra_nomads_horn_supply_limit_add = 10000
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game_rule_extra_nomads_sahel_supply_limit_add = 10000
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game_rule_extra_nomads_sami_supply_limit_add = 10000
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game_rule_extra_nomads_tibet_supply_limit_add = 10000
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domain_limit = -1
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ai_war_cooldown = -0.5
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ai_war_chance = 2
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men_at_arms_maintenance = -0.5
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supply_duration = 1
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county_opinion_add = 25
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title_creation_cost_mult = -0.5
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}
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_nomadic
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flag = government_can_raid_rule
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flag = government_can_use_tributary_men_at_arms
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flag = can_start_war_with_raised_troops
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flag = ignores_faith_marriage_penalties
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flag = no_hostile_attrition_in_steppe # Done in code, here for loc
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flag = movement_speed_from_government
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flag = land_raiding_movement_speed_from_government
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flag = can_raze_holdings
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# These flags only exist for loc and in-game descriptions
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color = { 255 127 80 }
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}
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### Brief: herder_government
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# Default herder government, used for the Steppe Region
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#
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# This is referenced in code
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#
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herder_government = {
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primary_holding = herder_holding
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valid_holdings = { herder_holding castle_holding tribal_holding }
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required_county_holdings = { herder_holding }
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generated_character_template = herder_character
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government_rules = {
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court_generate_spouses = no
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council = no
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create_cadet_branches = no
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rulers_should_have_dynasty = no
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uses_county_fertility = yes
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replenishes_county_fertility = yes
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deny_powerful_vassal = yes
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redirects_wars_to_overlord = yes
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}
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character_modifier = {
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knight_limit = -100
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active_accolades = -100
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county_opinion_add = 100
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monthly_income_mult = -10
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}
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ai = {
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use_lifestyle = no
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arrange_marriage = no
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use_goals = no
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use_decisions = no
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use_scripted_guis = no
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use_legends = no
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perform_religious_reformation = no
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}
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vassal_contract_group = herder_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flag = government_is_herder
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flag = ignores_faith_marriage_penalties
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color = { 235 213 52 }
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}
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@ -1,319 +0,0 @@
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my_government = {
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### brief: government_rules ( enum bitmask container )
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# Properties of a government type that referenced in code and also
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# can be tested by government_allows/disallows triggers.
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# The example value is the default assigned value for the flag.
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# All of these are referenced in code.
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#
|
||||
# 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.
|
||||
Loading…
Add table
Add a link
Reference in a new issue