.mod file added
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622 changed files with 2 additions and 1370904 deletions
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@ -1,155 +0,0 @@
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change_to_administrative_hereditary_effect = {
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scope:recipient = {
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save_scope_as = petition_vassal
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every_held_title = {
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limit = {
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tier = scope:petition_vassal.highest_held_title_tier
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is_landless_type_title = no
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is_noble_family_title = no
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}
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custom_tooltip = {
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text = petition_liege_house_governorship_rights_tt
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set_variable = {
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name = petition_house_rights
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value = scope:petition_vassal.house
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years = 100
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}
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}
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}
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}
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}
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change_to_administrative_effect = {
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save_scope_as = governor
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if = {
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limit = {
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NOT = { government_has_flag = government_is_administrative }
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}
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change_government = administrative_government
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save_scope_as = new_admin
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}
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if = {
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limit = {
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primary_title.tier >= tier_duchy
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liege = {
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is_independent_ruler = yes
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government_allows = administrative
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}
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house.house_head = {
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NOT = {
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any_held_title = { is_noble_family_title = yes }
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}
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}
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}
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create_noble_family_effect = yes
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}
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hidden_effect = {
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if = {
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limit = {
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is_governor = yes
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NOT = { has_trait = governor }
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}
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add_trait = governor
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}
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}
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if = {
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limit = { exists = scope:new_admin }
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domicile ?= {
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set_up_domicile_estate_effect = yes
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}
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}
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}
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change_to_administrative_interaction_effect = {
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scope:actor = {
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pay_short_term_gold = {
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target = scope:recipient
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gold = {
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value = 50
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scope:recipient = {
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if = {
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limit = { highest_held_title_tier >= tier_kingdom }
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multiply = 10
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}
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else_if = {
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limit = { highest_held_title_tier >= tier_duchy }
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multiply = 6
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}
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else_if = {
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limit = { highest_held_title_tier >= tier_county }
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multiply = 3
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}
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}
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if = {
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limit = { scope:gold ?= yes }
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add = scope:actor.medium_gold_value
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}
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if = {
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limit = {
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scope:actor = { has_realm_law_flag = admin_change_vassal_gov_cheaper }
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}
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multiply = 0.5
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}
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}
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}
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}
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scope:recipient = { change_to_administrative_effect = yes }
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if = {
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limit = {
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scope:hook = yes
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scope:actor = { has_usable_hook = scope:recipient }
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}
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scope:actor = { use_hook = scope:recipient }
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}
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if = {
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limit = { scope:hereditary = yes }
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scope:recipient = { save_scope_as = petition_vassal }
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change_to_administrative_hereditary_effect = yes
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}
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if = {
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limit = { scope:influence = yes }
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scope:actor = {
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change_influence = {
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value = massive_influence_loss
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}
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}
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}
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}
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set_up_domicile_estate_effect = {
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if = {
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limit = { is_domicile_type = estate }
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# Intentionally one level lower than what you can get
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if = {
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limit = {
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NOT = { has_domicile_building_or_higher = estate_main_02 }
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owner.culture ?= { has_innovation = innovation_city_planning }
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}
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add_domicile_building = estate_main_02
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}
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if = {
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limit = {
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has_domicile_building = estate_main_02
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NOT = { has_domicile_building_or_higher = estate_main_03 }
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owner.culture ?= { has_innovation = innovation_manorialism }
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}
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add_domicile_building = estate_main_03
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}
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switch = {
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trigger = has_domicile_building
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estate_main_03 = {
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while = {
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count = 2
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add_random_internal_estate_building = yes
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}
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}
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estate_main_02 = {
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add_random_internal_estate_building = yes
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}
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}
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fill_external_estate_building_effect = yes
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}
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}
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@ -1,28 +0,0 @@
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create_artifact_excalibur_effect = {
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# Get the character the artifact is being made for.
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$OWNER$ = { save_scope_as = owner }
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# Not really used, but if we don't set the scopes we get errors in the feature selection
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set_artifact_rarity_common = yes
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# Create the artifact
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create_artifact = {
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name = excalibur_name
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description = excalibur_description
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type = pedestal
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visuals = excalibur
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wealth = scope:wealth
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quality = scope:quality
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history = {
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type = created_before_history
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}
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modifier = excalibur_modifier
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save_scope_as = newly_created_artifact
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decaying = no
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}
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scope:newly_created_artifact = {
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set_variable = { name = historical_unique_artifact value = yes }
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set_variable = excalibur
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save_scope_as = epic
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}
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}
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@ -1,64 +0,0 @@
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NEOW_set_bhakti_effect = { #reminder: patron gods will not remove on conversion until a specific base game event is replaced/overwritten. This folder is being created, rather than overwriting a base game folder to reduce overall complexity/troubleshooting
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# Remove any previous personal god relation.
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## Britannic
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#Leviathan
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if = {
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limit = { portrait_religious_faith_or_foundational_trigger = { FAITH = faith:leviathan } }
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if = {
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limit = {
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has_character_modifier = bhakti_leviathan_nationalisators
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}
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remove_character_modifier = bhakti_leviathan_nationalisators
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_technosaurs
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}
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remove_character_modifier = bhakti_leviathan_technosaurs
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_mechasaurs
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}
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remove_character_modifier = bhakti_leviathan_mechasaurs
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_petrosaurs
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}
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remove_character_modifier = bhakti_leviathan_petrosaurs
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_metallurgicals
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}
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remove_character_modifier = bhakti_leviathan_metallurgicals
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_nautiluses
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}
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remove_character_modifier = bhakti_leviathan_nautiluses
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add_piety = massive_piety_loss
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}
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else_if = {
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limit = {
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has_character_modifier = bhakti_leviathan_aerosaurs
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}
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remove_character_modifier = bhakti_leviathan_aerosaurs
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add_piety = massive_piety_loss
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}
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}
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# Put other religions/modifiers down here
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else = {
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# If no current bhakti, cost is reduced.
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add_piety = medium_piety_loss
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}
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add_character_modifier = $BHAKTI$
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}
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