succession laws vanillafied sorry fishe
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# Default Feudal Elective
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feudal_elective_succession_law = {
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law_group_type = title_succession_laws
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index = 0
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can_have = {
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OR ={
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government_has_flag = government_is_feudal
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government_has_flag = government_is_prepublic
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government_has_flag = government_is_urepublic
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}
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highest_held_title_tier >= tier_county
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NOR = { #Cultures have their special flavor.
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culture = { has_cultural_parameter = witenagemot_succession_enabled }
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culture = { has_cultural_parameter = scandinavian_elective_enabled }
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culture = { has_cultural_parameter = tribal_elective_enabled } #FP3 addition
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}
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}
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can_pass = {
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can_change_title_law_trigger = yes
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}
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can_title_have = {
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can_title_have_law_county_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = feudal_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 10
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# # HRE Succession
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# princely_elective_succession_law = {
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# can_have = {
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# OR = {
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# government_has_flag = government_is_feudal
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# government_has_flag = government_is_clan
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# }
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# NOR = { #Cultures have their special flavor.
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# government_has_flag = government_is_prepublic
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# government_has_flag = government_is_urepublic
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# }
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# highest_held_title_tier = tier_empire
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# }
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# can_pass = {
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# can_change_title_law_trigger = yes
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# }
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# can_title_have = {
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# this = title:e_hre
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# can_title_have_law_general_trigger = yes
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# }
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# succession = {
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# order_of_succession = election
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# election_type = princely_elective
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# }
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# flag = elective_succession_law
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# title_allegiance_opinion = 10
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# modifier = {
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# vassal_limit = 20
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# minority_opinion = -15
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# }
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# revoke_cost = {
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# prestige = change_hre_title_succession_law_prestige_cost
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# }
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# pass_cost = {
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# prestige = change_title_succession_law_prestige_cost
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# }
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# }
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# Thing
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scandinavian_elective_succession_law = {
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law_group_type = title_succession_laws
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index = 3
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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NOR = {
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government_has_flag = government_is_prepublic
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government_has_flag = government_is_urepublic
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}
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highest_held_title_tier >= tier_duchy
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}
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can_pass = {
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can_change_title_law_trigger = yes
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culture = { has_cultural_parameter = scandinavian_elective_enabled }
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = scandinavian_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Tanistry
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gaelic_elective_succession_law = {
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law_group_type = title_succession_laws
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index = 4
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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NOR = {
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government_has_flag = government_is_prepublic
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government_has_flag = government_is_urepublic
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}
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highest_held_title_tier >= tier_duchy
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}
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can_pass = {
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can_change_title_law_trigger = yes
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custom_description = {
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OR = {
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culture = { has_cultural_pillar = heritage_brythonic }
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culture = { has_cultural_pillar = heritage_goidelic }
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}
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text = succession_laws_must_have_valid_tanistry_culture
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}
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = gaelic_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Jirga elective
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tribal_elective_succession_law = { #FOR FP3
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law_group_type = title_succession_laws
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index = 5
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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NOR = {
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government_has_flag = government_is_prepublic
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government_has_flag = government_is_urepublic
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}
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highest_held_title_tier >= tier_kingdom
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}
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can_pass = {
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can_change_title_law_trigger = yes
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culture = { has_cultural_parameter = tribal_elective_enabled }
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = tribal_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Player Heir
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temporal_head_of_faith_succession_law = {
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law_group_type = title_succession_laws
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index = 6
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can_title_have = {
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is_temporal_head_of_faith_trigger = yes
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}
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should_show_for_title = { # Never show this in the UI, just apply it through script
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always = no
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}
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can_remove_from_title = {
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custom_description = {
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text = succession_laws_must_not_be_temporal
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is_temporal_head_of_faith_trigger = no
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}
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}
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succession = {
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order_of_succession = player_heir
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}
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}
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# Noble Family Succession
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noble_family_succession_law = {
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law_group_type = title_succession_laws
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index = 7
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can_title_have = {
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OR = {
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is_noble_family_title = yes
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is_nomad_title = yes
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}
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}
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should_show_for_title = { # Never show this in the UI, just apply it through script
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always = no
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}
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can_remove_from_title = {
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always = no
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}
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succession = {
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order_of_succession = noble_family
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title_division = single_heir
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}
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flag = can_designate_heirs
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}
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# Law of the Land Title Succession
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# Applied in on_title_gain when a county title's capital province has required heir government types defined and the new holder does not meet the requirement.
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law_of_the_land_succession_law = {
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law_group_type = title_succession_laws
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index = 8
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can_title_have = {
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tier = tier_county
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title_province = {
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holding_type = {
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has_required_heir_governments = yes
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NOT = {
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any_required_heir_government_type = {
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this = root.holder.government_type
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}
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}
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}
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}
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}
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# Never show this in the UI, just apply it through script
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should_show_for_title = { always = no }
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can_remove_from_title = { always = no }
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succession = {
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order_of_succession = generate_from_template
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}
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}
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#Confederation elective
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confederation_elective_succession_law = {
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law_group_type = title_succession_laws
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index = 9
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can_title_have = {
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tier >= tier_kingdom
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}
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should_show_for_title = {
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has_variable = confederation_culture
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}
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succession = {
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order_of_succession = election
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election_type = confederation_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 10
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revoke_cost = {
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prestige = {
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value = change_title_succession_law_prestige_cost
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multiply = 8
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if = {
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limit = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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}
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}
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multiply = 0.1
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}
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}
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Celestial Ministry Succession
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celestial_ministry_appointment_succession_law = {
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law_group_type = title_succession_laws
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index = 10
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can_have = {
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government_has_flag = government_is_celestial
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NOR = {
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government_has_flag = government_is_prepublic
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government_has_flag = government_is_urepublic
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}
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}
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can_pass = {
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}
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can_title_have = {
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tgp_is_civilian_minister_title = yes
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}
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can_realm_have = {
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always = no
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}
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can_remove_from_title = {
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custom_tooltip = {
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text = celestial_ministry_appointment_cannot_remove_desc
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always = no
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}
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}
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succession = {
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order_of_succession = appointment
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appointment_type = celestial_minister
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}
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modifier = {
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celestial_government_opinion = 5
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}
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flag = appointment_type_succession
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flag = appointment_with_level_requirement
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}
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# # Celestial Grand Marshal Succession
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# celestial_grand_marshal_appointment_succession_law = {
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# can_have = {
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# government_has_flag = government_is_celestial
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# NOR = {
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# government_has_flag = government_is_prepublic
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# government_has_flag = government_is_urepublic
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# }
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# }
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# can_pass = {
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# }
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# can_title_have = {
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# this = title:e_minister_grand_marshal
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# }
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# can_realm_have = {
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# always = no
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# }
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# can_remove_from_title = {
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# custom_tooltip = {
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# text = celestial_ministry_appointment_cannot_remove_desc
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# always = no
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# }
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# }
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# succession = {
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# order_of_succession = appointment
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# appointment_type = celestial_military_governor
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# }
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# modifier = {
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# celestial_government_opinion = 5
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# }
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# flag = appointment_type_succession
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# flag = appointment_with_level_requirement
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# }
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theomonarchy_succession_law = { # For Helvetics and Monarchomachs
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law_group_type = title_succession_laws
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index = 12
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can_have = {
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government_has_flag = government_is_feudal
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faith = { has_doctrine_parameter = has_access_to_theomonarchy_succession }
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highest_held_title_tier >= tier_kingdom
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can_pass = {
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can_change_title_law_trigger = yes
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = theomonarchy_elective
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}
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flag = elective_succession_law
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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}
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@ -1,362 +0,0 @@
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law_group_name = {
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### brief = default ( database key, optional )
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# New rulers will use this law by default, provided its "should_start_with" trigger
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||||||
# returns true or is undefined
|
|
||||||
#
|
|
||||||
default = law_name
|
|
||||||
|
|
||||||
### brief: cumulative ( bool, optional )
|
|
||||||
# If set, each subsequent law in the group will provide all effects of the previous law
|
|
||||||
# default = no
|
|
||||||
#
|
|
||||||
cumulative = no
|
|
||||||
|
|
||||||
### brief: flag ( flag )
|
|
||||||
# See below for flags with special treatment in code. These flags may also be checked
|
|
||||||
# in the data/GUI system with LawGroup.HasFlag('some_arbitrary_flag')
|
|
||||||
#
|
|
||||||
flag = some_arbitrary_flag
|
|
||||||
|
|
||||||
### brief: cumulative ( bool, optional )
|
|
||||||
# If set, this law group is considered part of the Treasury Budget set, and will be displayed within a specific
|
|
||||||
# budget interface.
|
|
||||||
# default = no
|
|
||||||
#
|
|
||||||
is_treasury_budget_group = no
|
|
||||||
|
|
||||||
### brief: can_change_law_group ( trigger )
|
|
||||||
# Optional trigger for law groups that maybe some rulers should see but cant change
|
|
||||||
# Default is leaving this empty - and then it will always be true
|
|
||||||
# If this trigger fails - the lawgroup will still be visible but can't be changed by the ruler
|
|
||||||
#
|
|
||||||
can_change_law_group = { }
|
|
||||||
|
|
||||||
law_name = {
|
|
||||||
|
|
||||||
### brief: can_keep ( trigger )
|
|
||||||
# Requirements for keeping the law. If this invalidates, the law will
|
|
||||||
# be replaced with the default law (see own section) within a month.
|
|
||||||
# Also checked after changing faith since doctrinal changes are likely
|
|
||||||
# to invalidate laws. Always true if not specified.
|
|
||||||
# Root scope = ruler with the law
|
|
||||||
#
|
|
||||||
can_keep = { }
|
|
||||||
|
|
||||||
### brief: can_have ( trigger )
|
|
||||||
# Requirements for adopting the law in the ruler's scope. If this is true,
|
|
||||||
# the character is allowed to adopt the law and the law will show as
|
|
||||||
# available (but it can be currently disabled if can_pass is false).
|
|
||||||
# Always true if not specified.
|
|
||||||
# Root scope = ruler for whom we are checking the law
|
|
||||||
#
|
|
||||||
can_have = { }
|
|
||||||
|
|
||||||
### brief: can_pass ( trigger )
|
|
||||||
# Requirements for adopting the law in the ruler's scope. For more
|
|
||||||
# temporary conditions, e.g. being at war ("I can have the law, but
|
|
||||||
# can't pass it right now"). Always true if not specified.
|
|
||||||
# Root scope = ruler for whom we are checking the law
|
|
||||||
#
|
|
||||||
can_pass = { }
|
|
||||||
|
|
||||||
### brief: should_start_with ( trigger )
|
|
||||||
# If these conditions are true, this is a valid law for a ruler to start
|
|
||||||
# with. Note that it always includes the can_keep check.
|
|
||||||
# Root scope = ruler for whom we are checking the law
|
|
||||||
#
|
|
||||||
should_start_with = { }
|
|
||||||
|
|
||||||
### brief: can_title_have ( trigger )
|
|
||||||
# Requirements for titles being able to have this law. Always false if
|
|
||||||
# not specified.
|
|
||||||
# Root scope = title for which we are checking the law
|
|
||||||
#
|
|
||||||
can_title_have = { }
|
|
||||||
|
|
||||||
### brief: can_realm_have ( trigger )
|
|
||||||
# Requirements for characters being able to apply this law at realm level.
|
|
||||||
# Always false if not specified.
|
|
||||||
# By default, the following succession orders imply they can be applied to the whole realm:
|
|
||||||
# * inheritance
|
|
||||||
# * theocracy
|
|
||||||
# * company
|
|
||||||
# * generate
|
|
||||||
# * appointment
|
|
||||||
# Root scope = character for which we are checking the law
|
|
||||||
#
|
|
||||||
can_realm_have = { }
|
|
||||||
|
|
||||||
### brief: should_show_for_title ( trigger )
|
|
||||||
# Should this law be shown in the UI for titles?
|
|
||||||
#
|
|
||||||
should_show_for_title = { }
|
|
||||||
|
|
||||||
### brief: pass_cost ( scripted cost )
|
|
||||||
# The cost of enacting this law
|
|
||||||
# Root scope = ruler wanting to pass the law
|
|
||||||
#
|
|
||||||
pass_cost = { gold/piety/prestige = ... }
|
|
||||||
|
|
||||||
### brief: revoke_cost ( scripted cost )
|
|
||||||
# The cost of revoking or clearing this law
|
|
||||||
# Root scope = ruler wanting to revoke the law
|
|
||||||
#
|
|
||||||
revoke_cost = { gold/piety/prestige = ... }
|
|
||||||
|
|
||||||
### brief: modifier ( character modifier )
|
|
||||||
# Modifier applied to the ruler when this law is active
|
|
||||||
#
|
|
||||||
modifier = { }
|
|
||||||
|
|
||||||
### brief: flag ( flag )
|
|
||||||
# See below for flags treated specially. Can be checked in script
|
|
||||||
# with has_realm_law_flag = some_arbitrary_flag.
|
|
||||||
# See below for flags treated specially in code.
|
|
||||||
#
|
|
||||||
flag = some_arbitrary_flag
|
|
||||||
|
|
||||||
### brief: triggered_flag ( flag )
|
|
||||||
# Checks and adds flag only if the trigger's condition is met.
|
|
||||||
# Both trigger and flag *must* be specified within this block.
|
|
||||||
#
|
|
||||||
triggered_flag = {
|
|
||||||
|
|
||||||
# Some trigger, root is the ruler character scope
|
|
||||||
#
|
|
||||||
trigger = { ... }
|
|
||||||
|
|
||||||
# See below for flags treated specially in code. Can be checked in
|
|
||||||
# script with has_realm_law_flag = some_arbitrary_flag
|
|
||||||
#
|
|
||||||
flag = some_arbitrary_flag
|
|
||||||
}
|
|
||||||
|
|
||||||
### brief: shown_in_encyclopedia ( bool, optional )
|
|
||||||
# If this law should show up in the Encyclopedia
|
|
||||||
# default = yes
|
|
||||||
#
|
|
||||||
shown_in_encyclopedia = yes
|
|
||||||
|
|
||||||
### brief: on_pass ( effect )
|
|
||||||
# Effect run just before law change.
|
|
||||||
# Effect run on the ruler when the law is added. Does *NOT* get run
|
|
||||||
# when default laws are initialized, nor when inheriting a law from
|
|
||||||
# someone else.
|
|
||||||
# Root = ruler in question
|
|
||||||
# If this is done on a title, the title is accessible as scope:title
|
|
||||||
#
|
|
||||||
on_pass = { }
|
|
||||||
|
|
||||||
### brief: on_after_pass ( effect )
|
|
||||||
# Effect run just after law change.
|
|
||||||
# Effect run on the ruler when the law is added. Does *NOT* get run
|
|
||||||
# when default laws are initialized, nor when inheriting a law from
|
|
||||||
# someone else.
|
|
||||||
# Root = ruler in question
|
|
||||||
# If this is done on a title, the title is accessible as scope:title
|
|
||||||
#
|
|
||||||
on_after_pass = { }
|
|
||||||
|
|
||||||
### brief: on_revoke ( effect )
|
|
||||||
# Effect run on ruler when the law is removed. Does *NOT* get run when
|
|
||||||
# law is removed due to inheriting a law from someone else.
|
|
||||||
# Root = ruler in question
|
|
||||||
# If this is done on a title, the title is accessible as scope:title
|
|
||||||
#
|
|
||||||
on_revoke = { }
|
|
||||||
|
|
||||||
### brief: succession ( struct, optional )
|
|
||||||
# Succession rules. Any new law with a rule set will override the
|
|
||||||
# previous law's rule set.
|
|
||||||
# Overriding is in law definition order
|
|
||||||
#
|
|
||||||
succession = {
|
|
||||||
|
|
||||||
### brief: order_of_succession ( enum )
|
|
||||||
# Which order of succession ( provided by code ) does this law use?
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# inheritance
|
|
||||||
# election
|
|
||||||
# appointment ( requires traversal, division and rank be undefined )
|
|
||||||
# theocratic
|
|
||||||
# company
|
|
||||||
# generate
|
|
||||||
# generate_from_template
|
|
||||||
# player_heir
|
|
||||||
# noble_family
|
|
||||||
#
|
|
||||||
order_of_succession = inheritance
|
|
||||||
|
|
||||||
### brief: title_division ( enum )
|
|
||||||
# Used to determine how titles are split during succession
|
|
||||||
# Requires order_of_succession = inheritance or noble_family
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# partition ( only available when traversal_order = children )
|
|
||||||
# single_heir ( only valid for inheritance and noble_family order_of_succession )
|
|
||||||
#
|
|
||||||
title_division = partition
|
|
||||||
|
|
||||||
### brief: traversal_order ( enum )
|
|
||||||
# Determines which set of characters is considered when building
|
|
||||||
# the line of succession.
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# children( may only be defined if title_division = partition )
|
|
||||||
# dynasty
|
|
||||||
# dynasty_house
|
|
||||||
#
|
|
||||||
traversal_order = children/dynasty_house/dynasty
|
|
||||||
|
|
||||||
### brief: rank ( enum )
|
|
||||||
# Determines how characters in the line of succession are sorted
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# oldest
|
|
||||||
# youngest
|
|
||||||
#
|
|
||||||
rank = oldest
|
|
||||||
|
|
||||||
### brief: pool_character_config ( database key, situational )
|
|
||||||
# Entry in common/pool_character_selectors, used when choosing a
|
|
||||||
# character from the pool or generating a new character.
|
|
||||||
# Only available for theocratic, company, and generate.
|
|
||||||
#
|
|
||||||
pool_character_config = key
|
|
||||||
|
|
||||||
### brief: election_type ( database key, situational )
|
|
||||||
# Entry in common/succession_election, used to determine which type
|
|
||||||
# of election should be used for succession.
|
|
||||||
# Only available for election.
|
|
||||||
#
|
|
||||||
election_type = key
|
|
||||||
|
|
||||||
### brief: appointment_type ( database key, situational )
|
|
||||||
# Entry in common/succession_appointment, used to determine which type
|
|
||||||
# of appointment should be used for succession.
|
|
||||||
# Only available for appointment.
|
|
||||||
#
|
|
||||||
appointment_type = key
|
|
||||||
|
|
||||||
|
|
||||||
### Generic Rules
|
|
||||||
|
|
||||||
### brief: gender_law ( enum, optional )
|
|
||||||
# Used to determine which gender(s) are valid for succession.
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# male_only
|
|
||||||
# male_preference
|
|
||||||
# equal
|
|
||||||
# female_preference
|
|
||||||
# female_only
|
|
||||||
#
|
|
||||||
gender_law = equal
|
|
||||||
|
|
||||||
### brief: gender_law ( enum, optional )
|
|
||||||
# Used to determine which faith(s) are valid for succession.
|
|
||||||
# If no character fulfilling this requirement is found, the restriction
|
|
||||||
# is ignored (but titles with the flag destroy_if_invalid_heir = yes
|
|
||||||
# will be destroyed).
|
|
||||||
#
|
|
||||||
# Options:
|
|
||||||
# same_faith
|
|
||||||
# same_religion
|
|
||||||
# same_family
|
|
||||||
#
|
|
||||||
faith = same_faith
|
|
||||||
|
|
||||||
### brief: create_primary_tier_titles ( bool, optional )
|
|
||||||
# If set and under partition, titles you can create of your primary tier
|
|
||||||
# ( up to your number of secondary heirs ) will be created for free,
|
|
||||||
# resulting in a more split-up realm
|
|
||||||
# default = no
|
|
||||||
#
|
|
||||||
create_primary_tier_titles = no
|
|
||||||
|
|
||||||
### brief: primary_heir_minimum_share ( fixed point, optional )
|
|
||||||
# If defined, the primary heir will get at least this portion of
|
|
||||||
# titles, which means if there's a lot of heirs the primary still
|
|
||||||
# gets a guaranteed amount of land
|
|
||||||
#
|
|
||||||
primary_heir_minimum_share = 0.5
|
|
||||||
|
|
||||||
### brief: exclude_rulers ( bool, optional )
|
|
||||||
# If set, the title can not be inherited by rulers (anyone with titles)
|
|
||||||
# default = no
|
|
||||||
#
|
|
||||||
exclude_rulers = no
|
|
||||||
|
|
||||||
### brief: limit_to_courtiers ( bool, optional )
|
|
||||||
# If set, only immediate courtiers and away courtiers of a ruler
|
|
||||||
# will be allowed to inherit
|
|
||||||
# default = no
|
|
||||||
#
|
|
||||||
limit_to_courtiers = no
|
|
||||||
}
|
|
||||||
|
|
||||||
### brief: ai_will_do ( value )
|
|
||||||
# Script value in the ruler scope. If above 0, the AI will enact this
|
|
||||||
# law if able. Law enactment is checked in the RARE_TASK_TICK. If multiple
|
|
||||||
# laws are possible, the AI will enact the one with the highest score.
|
|
||||||
# Root scope = ruler in question
|
|
||||||
#
|
|
||||||
ai_will_do = { ... }
|
|
||||||
}
|
|
||||||
|
|
||||||
# Multiple laws can be defined in a single law group.
|
|
||||||
another_law_name = {}
|
|
||||||
}
|
|
||||||
|
|
||||||
### NOTES ###
|
|
||||||
|
|
||||||
### Inheritance ###
|
|
||||||
Any heir that goes up one or more tier due to inheritance gets the laws of the dead ruler.
|
|
||||||
Note that currently the law conditions are not checked in any way for law inheritance.
|
|
||||||
|
|
||||||
### Default law ###
|
|
||||||
All rulers have a single law from each group.
|
|
||||||
If a group has a default set, that law will be checked first.
|
|
||||||
Otherwise, or if it is invalid, the laws are checked in definition order.
|
|
||||||
The first checked law where "should_start_with" returns true (or does not exist) gets used. Note that "can_pass" is ignored entirely when determining a default law.
|
|
||||||
When a default law is set, "on_pass" is *not* executed
|
|
||||||
|
|
||||||
### Title Succession Laws ###
|
|
||||||
Laws are usually defined for realm. However some succession laws are valid for titles.
|
|
||||||
This is primary based on order_of_succession:
|
|
||||||
|
|
||||||
Title only:
|
|
||||||
player_heir
|
|
||||||
election
|
|
||||||
noble_family
|
|
||||||
generate_from_template
|
|
||||||
Realm only:
|
|
||||||
inheritance ( title_division = partition )
|
|
||||||
theocratic
|
|
||||||
company
|
|
||||||
generate
|
|
||||||
Realm & Title:
|
|
||||||
inheritance ( title_division = single_heir )
|
|
||||||
appointment
|
|
||||||
|
|
||||||
### Associated Localization ###
|
|
||||||
The key of the law will be used as its name. E.G., law_name: "Law Name"
|
|
||||||
The key plus "_effects" can optionally be defined to provide custom effects. E.G., law_name_effects: "Does some law thingy"
|
|
||||||
The key plus "_effects_not_in_prev" can optionally be defined to provide custom effects that should *not* be included when listing effects inherited from earlier laws. E.G., law_name_effects_not_in_prev: "Does some law thingy"
|
|
||||||
|
|
||||||
CHARACTER.GetActiveLawInGroupWithFlag('realm_law') - Will get the character's active law in a group. The group must have the given flag. Note that it does not work for dead characters
|
|
||||||
|
|
||||||
### Hardcoded Flags ###
|
|
||||||
Some flags have special meaning, and are used by the game code.
|
|
||||||
|
|
||||||
Law Groups:
|
|
||||||
flag = realm_law - Will show up in My Realm window
|
|
||||||
|
|
||||||
Laws:
|
|
||||||
flag = titles_cannot_leave_realm_on_succession - Disables titles leaving realm when received on succession by someone outside the realm - the respective heirs will be disqualified from succession
|
|
||||||
flag = men_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
|
|
||||||
flag = men_can_have_consorts - Allows consorts (if also allowed by faith)
|
|
||||||
flag = women_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
|
|
||||||
flag = women_can_have_consorts - Allows consorts (if also allowed by faith)
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue