violent assault on admin

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Magpie490 2025-02-18 22:43:49 +00:00
parent e36f3835ea
commit 8f04b459c7
20 changed files with 6989 additions and 0 deletions

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

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

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

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#####################
# ADMINISTRATIVE LAWS
#####################
@admin_law_cooldown_value = 5
province_war_law = {
default = province_war_law_0
cumulative = yes
flag = admin_law
province_war_law_0 = {
modifier = {
}
flag = uses_imperial_bureaucracy
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_war_law_0 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_war_law_0 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
}
province_war_law_1 = {
modifier = {
}
flag = uses_imperial_bureaucracy
flag = admin_vassal_wars_restricted
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = have_bureaucracy_1_or_higher
OR = {
has_realm_law = imperial_bureaucracy_1
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_war_law_1 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = admin_law_cooldown_desc
NOT = { has_variable = admin_law_cooldown }
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_war_law_1 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
pass_cost = {
prestige = {
add = admin_law_prestige_cost
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
if = {
limit = {
ai_has_warlike_personality = yes
}
value = 1
}
if = {
limit = {
has_realm_law = province_war_law_0
ai_has_economical_boom_personality = yes
}
value = 1
}
}
}
province_war_law_2 = {
modifier = {
}
flag = uses_imperial_bureaucracy
flag = admin_vassal_wars_permission_only
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = have_bureaucracy_2_or_higher
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_war_law_2 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = admin_law_cooldown_desc
NOT = { has_variable = admin_law_cooldown }
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_war_law_2 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
pass_cost = {
prestige = {
add = admin_law_prestige_cost
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
if = {
limit = {
has_realm_law = province_war_law_1
ai_has_economical_boom_personality = yes
}
value = 1
}
}
}
province_war_law_3 = {
modifier = {
}
flag = uses_imperial_bureaucracy
flag = admin_vassal_wars_banned
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = have_bureaucracy_3
has_realm_law = imperial_bureaucracy_3
}
}
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_war_law_3 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = admin_law_cooldown_desc
NOT = { has_variable = admin_law_cooldown }
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_war_law_3 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
pass_cost = {
prestige = {
add = admin_law_prestige_cost
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
value = 0
}
}
}
province_border_law = {
default = province_border_law_0
cumulative = no
flag = admin_law
province_border_law_0 = {
modifier = {
}
flag = uses_imperial_bureaucracy
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_border_law_0 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_border_law_0 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
value = 1
}
}
province_border_law_1 = {
modifier = {
administrative_government_vassal_opinion = -5
}
flag = uses_imperial_bureaucracy
flag = admin_vassal_border_restricted
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = have_bureaucracy_2_or_higher
OR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_border_law_1 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = admin_law_cooldown_desc
NOT = { has_variable = admin_law_cooldown }
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_border_law_1 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
pass_cost = {
prestige = {
add = admin_law_prestige_cost
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
value = 0
if = {
limit = {
OR = {
ai_has_cautious_personality = yes
ai_has_economical_boom_personality = yes
}
}
add = 2
}
}
}
province_border_law_2 = {
modifier = {
administrative_government_vassal_opinion = -10
}
flag = uses_imperial_bureaucracy
flag = admin_vassal_border_limit
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = have_bureaucracy_3
has_realm_law = imperial_bureaucracy_3
}
}
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = province_border_law_2 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
custom_tooltip = {
text = admin_law_cooldown_desc
NOT = { has_variable = admin_law_cooldown }
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = province_border_law_2 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
pass_cost = {
prestige = {
add = admin_law_prestige_cost
}
}
on_pass = {
## Set cooldown
set_variable = {
name = admin_law_cooldown
years = @admin_law_cooldown_value
}
}
ai_will_do = {
value = 0
}
}
}

132
common/laws/_laws.info Normal file
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In this folder, law groups and laws can be defined.
== 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.
== Structure ==
All script has the ruler as ROOT.
law_group_name = {
default = law_name # Optional. New rulers will by default use this law, as long as its "should_start_with" trigger returns true or is not defined
cumulative = yes # If set, each subsequent law in the group will provide all effects of the previous law
flag = some_arbitrary_flag # See below for flags treated specially. Also can check it in the data/GUI system with LawGroup.HasFlag('some_arbitrary_flag')
law_name = {
can_keep = { # Requirements for keeping the law in the ruler's scope. 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.
}
can_have = { # 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 currantly disabled if can_pass is false). Always true if not specified.
}
can_pass = { # 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.
}
should_start_with = { # If these conditions are true, this is a valid law to start with. Note that it always includes the can_keep check.
}
can_title_have = { # Requirements for titles being able to have this law, in the title's scope. Always false if not specified
}
should_show_for_title = { # Should the law be shown in the UI for titles?
}
pass_cost = { gold/piety/prestige = ... } # Cost of enacting this law
revoke_cost = { gold/piety/prestige = ... } # Cost of revoking or clearing this law
modifier = { # Modifier applied to the ruler when this law is active
}
flag = some_arbitrary_flag # See below for flags treated specially. Also can be checked in script with has_realm_law_flag = some_arbitrary_flag
triggered_flag = { # Checks and adds flag only if the trigger's condition is met. Both trigger and flag *must* be specified within this block
trigger = { <trigger> } # Some trigger (has character scope)
flag = some_arbitrary_flag # See below for flags treated specially. Also can be checked in script with has_realm_law_flag = some_arbitrary_flag
}
on_pass = { # Effect run on ruler when the law is added. Does *NOT* get run when default laws are initialized, nor when inheriting a law from someone else. If this is done on a title, the title is accessible as scope:title
}
on_revoke = { # 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. If this is done on a title, the title is accessible as scope:title
}
# Succession rules. Any new law with a rule set will override the previous law's rule.
# Overriding is in law definition order
succession = {
order_of_succession = inheritance/election/appointment/theocratic/company/generate/player_heir/noble_family
# For inheritance:
title_division = partition/single_heir # only "traversal_order = children" supports partition
traversal_order = children/dynasty_house/dynasty
rank = oldest/youngest
# For theocratic & company only:
pool_character_config = key # entry in common/pool_character_selectors, used when choosing a character from the pool or generating a new one
# For election only:
election_type = key # entry in common/succession_election
# For appointment only:
appointment_type = key # entry in common/succession_appointment
# Generic rules:
gender_law = male_only/male_preference/equal/female_preference/female_only
faith = same_faith/same_religion/same_family # Faith restrictions on who can inherit. If no one fulfilling this is found, the restriction is ignored (but titles with the flag destroy_if_invalid_heir = yes will be destroyed)
create_primary_tier_titles = yes # If set, then under partition all titles you can create of your primary tier will be created for free, resulting in a more split-up realm
primary_heir_minimum_share = 0.5 # 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 lot of land
exclude_rulers = yes # If set, the title can not be inherited by rulers (anyone with titles)
limit_to_courtiers = no # If set, only immediate courtiers and away courtiers of a ruler will be allowed to inherit
}
ai_will_do = { ... } # Script value in 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
}
another_law_name = {}
}
== 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 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 only titles, or for both realms and titles:
Title only:
- order_of_succession = elective
Realm only:
- order_of_succession = theocratic/company
- order_of_succession = inheritance + title_division = partition
Realm & Title:
- order_of_succession = inheritance + title_division = single_heir
== Associated loc ==
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)

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

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#######################################################################
# Structure
#######################################################################
key = {
# fixed point script value that determines base candidate score
# root - appointment candidate
# scope:title - title for appointment
candidate_score = {
value = 0
}
# categories of people that are by default eligible to be in succession for the title
default_candidates = { holder_close_family landed_vassal }
# categories of people that can be additionally nominated for the title
# people from default_candidates are eligible by default already
invested_candidates = { holder_councilor holder_court_position }
### brief: allow_children ( bool )
# Whether or not to allow children to be evaluated for this
# sucession
#
allow_children = no
}
#Available categories for candidates are:
# holder_close_family
# holder_close_extended_family
# holder_house_member
# landed_vassal # it includes holder's own vassals and peer vassals of holder
# landed_vassal_close_family
# landed_vassal_close_extended_family
# landed_vassal_house_member
# unlanded_noble_house_head # it includes holder's own noble vassals and peer vassals of holder
# unlanded_noble_close_family
# unlanded_noble_close_extended_family
# unlanded_noble_house_member
# holder_councilor
# holder_court_position
# direct_subject

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

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

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
feudal_elective = {
elector_vote_strength = {
base = 1
modifier = { #Sicilian Parliamentary Support
desc = tooltip_feudal_vote_strength_parliament
add = 1
is_landed_or_landless_administrative = yes
exists = capital_county
capital_county.county_opinion > 25
capital_county = { exists = var:variable_sicilian_parliament_county }
}
modifier = { #Imperial Dignity
desc = tooltip_feudal_vote_strength_emperor_tier
add = 3
highest_held_title_tier = 5
}
modifier = { #Royal Dignity
desc = tooltip_feudal_vote_strength_king_tier
add = 2
highest_held_title_tier = 4
}
modifier = { #Princely Dignity
desc = tooltip_feudal_vote_strength_duke_tier
add = 1
highest_held_title_tier = 3
}
modifier = { #Powerful Vassal
desc = tooltip_feudal_vote_strength_powerful_vassal
add = {
value = 1
if = { #Additional point if the vassal is more powerful than the current ruler (Vassal King who meets this condition will have more voting power than the Emperor himself (1+1+1+2 = 5))
limit = {
max_military_strength > scope:holder.max_military_strength
}
add = 1
}
}
NOT = { this = scope:holder }
is_powerful_vassal = yes
liege = scope:holder
}
modifier = { #Clerical Influence
desc = tooltip_feudal_vote_strength_theocrat
add = 1
NOT = { this = scope:holder }
OR = {
government_has_flag = government_is_theocracy
has_council_position = councillor_court_chaplain
}
faith = scope:holder.faith
faith = { has_doctrine = doctrine_theocracy_lay_clergy }
}
modifier = { #Regent Influence
desc = tooltip_feudal_vote_strength_is_diarch
add = 1
is_diarch_of_target = scope:holder
}
}
electors = {
add = holder
add = {
type = title_dejure_vassals
limit = {
OR = { #1 or 2 tiers of difference for Electors.
scope:title = { tier = tier_county }
AND = {
scope:title = { tier = tier_duchy }
highest_held_title_tier >= 1
}
AND = {
scope:title = { tier = tier_kingdom }
highest_held_title_tier >= 2
}
AND = {
scope:title = { tier = tier_empire }
highest_held_title_tier >= 3
}
}
OR = { #Either de facto direct vassal, or independent ruler who is de jure vassal. (no sub-vassals)
is_vassal_of = scope:holder
is_independent_ruler = yes
}
any_held_title = { #Elector title must be a de jure vassal of the title being voted on; multi-Dukes (or similar) might have two duchies in multiple electoral domains, which they should be able to vote on. This is only valid for the highest-tier title (so a Duke-Elector who also owns a County which is an electoral title for another title does not get a vote from that county).
tier = root.highest_held_title_tier
exists = de_jure_liege
target_is_de_jure_liege_or_above = scope:title
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = holder_direct_vassals
limit = {
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_dejure_vassals
limit = {
is_independent_ruler = yes #De jure vassals of the title who are not de facto vassals of the current ruler.
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = holder_close_or_extended_family
limit = {
is_close_family_of = scope:holder
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
princely_elective = { #HRE Elective.
elector_vote_strength = {
base = 1
modifier = { #Imperial Dignity
desc = tooltip_feudal_vote_strength_emperor_tier
add = 2
highest_held_title_tier = 5
}
modifier = { #Royal Dignity
desc = tooltip_feudal_vote_strength_king_tier
add = 1
highest_held_title_tier = 4
}
modifier = { #Powerful Vassal
desc = tooltip_feudal_vote_strength_powerful_vassal
add = {
value = 1
if = { #Additional point if the vassal is more powerful than the current ruler (Vassal King who meets this condition will have more voting power than the Emperor himself (1+1+1+2 = 5))
limit = {
max_military_strength > scope:holder.max_military_strength
}
add = 2
}
}
NOT = { this = scope:holder }
is_powerful_vassal = yes
liege = scope:holder
}
modifier = { #Clerical Influence
desc = tooltip_feudal_vote_strength_theocrat
add = 2
NOT = { this = scope:holder }
OR = {
government_has_flag = government_is_theocracy
has_council_position = councillor_court_chaplain
}
faith = scope:holder.faith
faith = { has_doctrine = doctrine_theocracy_lay_clergy }
NOT = { root = scope:holder.faith.religious_head }
}
modifier = { #Papal Influence
desc = tooltip_feudal_vote_strength_pope
add = 4 #If the Pope is an elector, his vote is the most important of all.
NOT = { this = scope:holder }
root = scope:holder.faith.religious_head
}
modifier = { #Regent Influence
desc = tooltip_feudal_vote_strength_is_diarch
add = 1
is_diarch_of_target = scope:holder
}
}
electors = {
max = 8 #Seven Prince-Electors + 1 Emperor.
add = holder #The Emperor
add = {
type = title_dejure_vassals
limit = {
scope:title = { #Either title is higher than Duke-tier, or must be primary.
OR = {
tier >= tier_kingdom
holder = { has_primary_title = prev }
}
}
OR = { #Either de facto direct vassal, or independent ruler who is de jure vassal. (no sub-vassals)
is_vassal_of = scope:holder
is_independent_ruler = yes
}
trigger_if = { #Must be true priests
limit = { government_has_flag = government_is_theocracy }
trigger_if = {
limit = { is_female = yes }
faith_dominant_gender_female_or_equal = yes
}
trigger_else = { faith_dominant_gender_male_or_equal = yes }
}
}
}
priority = {
base = 1
modifier = { # The Emperor is always picked.
add = 200
this = scope:holder
}
modifier = { # Prince-Electors. (specific titles, held by rulers of the same faith as the current holder)
add = 75
faith = scope:holder.faith
any_held_title = {
is_target_in_global_variable_list = { name = hre_elector_list target = this }
}
}
modifier = { #Fallback Electors
add = {
value = 10
if = { #Slightly favor same faith first.
limit = {
faith = scope:holder.faith
}
add = 15
}
if = { #Or compatible faith at least.
limit = {
faith = {
faith_hostility_level = {
target = scope:holder.faith
value = faith_fully_accepted_level
}
}
}
add = 5
}
if = { #Slightly favor theocracies of same faith.
limit = {
government_has_flag = government_is_theocracy
faith = scope:holder.faith
}
add = 4
}
if = { #Malus for other governments.
limit = {
government_has_flag = government_is_republic
}
subtract = 5
}
if = { #Malus for other governments.
limit = {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_clan
government_has_flag = government_is_mercenary
government_has_flag = government_is_holy_order
}
}
subtract = 4
}
if = { #Slight prioritization for same culture.
limit = {
culture = scope:holder.culture
}
add = 4
}
# Favor higher tier titles
if = {
limit = {
highest_held_title_tier >= tier_kingdom
}
add = 5
}
# Disfavor non-theocratic counts
if = {
limit = {
NOT = { government_has_flag = government_is_theocracy }
highest_held_title_tier < tier_duchy
}
subtract = 5
}
}
}
}
}
candidate_score = {
base = 0
#Princely Elective uses very similar behavior to Feudal Elective. The few changes to the modifiers are already accounted for in the scripted_modifiers themselves.
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = holder_direct_vassals
limit = {
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_dejure_vassals
limit = {
is_independent_ruler = yes #De jure vassals of the title who are not de facto vassals of the current ruler.
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = holder_close_or_extended_family
limit = {
is_close_family_of = scope:holder
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
gaelic_elective = { #Tanistry
elector_vote_strength = {
base = 1
modifier = { #Current ruler gets a total of 2.
desc = tooltip_elective_current_ruler
add = 1
this = scope:holder
}
modifier = { #Current house head gets further boost.
desc = tooltip_gaelic_vote_strength_current_house_head
add = 1
exists = scope:holder.house.house_head
this = scope:holder.house.house_head
}
modifier = { #Current dynast gets further boost.
desc = tooltip_gaelic_vote_strength_current_dynast
add = 2
exists = scope:holder.dynasty.dynast
this = scope:holder.dynasty.dynast
}
modifier = { #Powerful Vassal
desc = tooltip_feudal_vote_strength_powerful_vassal
add = {
value = 1
if = { #Additional point if the vassal is more powerful than the current ruler.
limit = {
max_military_strength > scope:holder.max_military_strength
}
add = 1
}
}
NOT = { this = scope:holder }
is_powerful_vassal = yes
liege = scope:holder
}
modifier = { #Regent Influence
desc = tooltip_feudal_vote_strength_is_diarch
add = 1
is_diarch_of_target = scope:holder
}
}
electors = {
add = holder
add = {
type = title_dejure_vassals
limit = {
OR = { #1 or 2 tiers of difference for Electors.
scope:title = { tier = tier_county }
AND = {
scope:title = { tier = tier_duchy }
highest_held_title_tier >= 1
}
AND = {
scope:title = { tier = tier_kingdom }
highest_held_title_tier >= 2
}
AND = {
scope:title = { tier = tier_empire }
highest_held_title_tier >= 3
}
}
any_held_title = { #Elector title must be a de jure vassal of the title being voted on; multi-Dukes (or similar) might have two duchies in multiple electoral domains, which they should be able to vote on. This is only valid for the highest-tier title (so a Duke-Elector who also owns a County which is an electoral title for another title does not get a vote from that county).
tier = root.highest_held_title_tier
exists = de_jure_liege
target_is_de_jure_liege_or_above = scope:title
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_gaelic_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = holder_dynasty
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
saxon_elective = { #Witenagemot
elector_vote_strength = {
base = 1
modifier = { #Imperial Dignity
desc = tooltip_feudal_vote_strength_emperor_tier
add = 3
highest_held_title_tier = 5
}
modifier = { #Royal Dignity
desc = tooltip_feudal_vote_strength_king_tier
add = 2
highest_held_title_tier = 4
}
modifier = { #Princely Dignity
desc = tooltip_feudal_vote_strength_duke_tier
add = 1
highest_held_title_tier = 3
}
modifier = { #Powerful Vassal
desc = tooltip_feudal_vote_strength_powerful_vassal
add = {
value = 1
if = { #Additional point if the vassal is more powerful than the current ruler
limit = {
max_military_strength > scope:holder.max_military_strength
}
add = 1
}
}
NOT = { this = scope:holder }
is_powerful_vassal = yes
liege = scope:holder
}
modifier = { #Regent Influence
desc = tooltip_feudal_vote_strength_is_diarch
add = 1
is_diarch_of_target = scope:holder
}
}
electors = {
add = holder
add = {
type = title_dejure_vassals
limit = {
is_vassal_of = scope:holder #All direct de jure vassals, no matter the tier.
is_adult = yes
NOT = { has_trait = incapable }
any_held_title = { #Elector title must be a de jure vassal of the title being voted on; multi-Dukes (or similar) might have two duchies in multiple electoral domains, which they should be able to vote on. This is only valid for the highest-tier title (so a Duke-Elector who also owns a County which is an electoral title for another title does not get a vote from that county).
tier = root.highest_held_title_tier
exists = de_jure_liege
target_is_de_jure_liege_or_above = scope:title
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
elector_voting_pattern_circumstances_saxon_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = title_dejure_vassals
limit = {
is_vassal_of = scope:holder #Only Powerful, direct, de jure vassals are potential candidates.
is_powerful_vassal = yes
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = holder_close_or_extended_family
limit = {
is_child_of = scope:holder #In Saxon Elective filter only the children of the current holder.
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
scandinavian_elective = { #Thing
elector_vote_strength = {
base = 0
modifier = { #Each voter is the "representative" of all the free men living in his domain. The larger the domain, the more voting power he has.
desc = tooltip_scandinavian_elective_development
is_landed_or_landless_administrative = yes
domain_size >= 1
any_held_title = {
tier = tier_county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
every_held_title = {
limit = {
tier = tier_county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
value = this.development_level
if = {
limit = {
NOT = { this.faith = root.faith }
}
divide = 2
}
if = {
limit = {
NOT = { this.culture = { has_same_culture_heritage = root.culture } }
}
divide = 2
}
min = 1
}
}
}
}
modifier = { #Further boost/reduction is given depending on capital county's opinion.
desc = tooltip_scandinavian_elective_capital_opinion
is_landed_or_landless_administrative = yes
exists = capital_county
OR = {
capital_county.county_opinion <= -5
capital_county.county_opinion >= 5
}
add = {
value = capital_county.county_opinion
multiply = 0.2
}
}
min = 1
}
electors = {
add = holder
add = {
type = title_dejure_vassals
limit = {
target_is_liege_or_above = scope:holder #All de jure vassals, no matter the tier, sub-vassals included.
is_ruler = yes
is_landed_or_landless_administrative = yes
exists = capital_county
highest_held_title_tier > 1 #Barons excluded.
domain_size >= 1
any_held_title = { #Elector title must be a de jure vassal of the title being voted on; multi-Dukes (or similar) might have two duchies in multiple electoral domains, which they should be able to vote on. This is only valid for the highest-tier title (so a Duke-Elector who also owns a County which is an electoral title for another title does not get a vote from that county).
tier = root.highest_held_title_tier
exists = de_jure_liege
target_is_de_jure_liege_or_above = scope:title
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
elector_voting_pattern_circumstances_scandinavian_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = holder_close_or_extended_family
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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# The entry should be named in the same way that the elective succession law is named to define it's voter's logic.
# Root scope - Elector, the character voting in the election.
# scope:candidate scope - Candidate, Character considered for the title.
# scope:title scope - Title, The title the nomination is for.
# scope:holder scope - Ruler, The ruler currently holding the title.
# scope:holder_candidate scope - Favored Candidate, The title owner's candidate.
# The voter will vote for the top score candidate calculated from this script.
#Addition for FP3
tribal_elective = { #Loya Jirga
elector_vote_strength = {
base = 0
modifier = { #Each voter is the "representative" of all the free men living in his domain. The larger the domain, the more voting power he has.
desc = tooltip_tribal_elective_development
is_landed_or_landless_administrative = yes
domain_size >= 1
any_held_title = {
tier = tier_county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
every_held_title = {
limit = {
tier = tier_county
development_level > 0
target_is_de_jure_liege_or_above = scope:title
}
add = {
value = this.development_level
if = {
limit = {
NOT = { this.faith = root.faith }
}
divide = 2
}
if = {
limit = {
NOT = { this.culture = { has_same_culture_heritage = root.culture } }
}
divide = 2
}
min = 1
}
}
}
}
modifier = { #Further boost/reduction is given depending on capital county's opinion.
desc = tooltip_tribal_elective_capital_opinion
is_landed_or_landless_administrative = yes
exists = capital_county
OR = {
capital_county.county_opinion <= -5
capital_county.county_opinion >= 5
}
add = {
value = capital_county.county_opinion
multiply = 0.2
}
}
min = 1
}
electors = {
add = holder
add = {
type = title_dejure_vassals
limit = {
OR = { #Is either a dynasty head, or a somewhat respected elder
AND = {
is_house_head = yes
exists = dynasty
}
AND = {
is_adult = yes
piety_level >= 2
}
}
NOT = { has_trait = incapable }
any_held_title = { #Elector title must be a de jure vassal of the title being voted on; multi-Dukes (or similar) might have two duchies in multiple electoral domains, which they should be able to vote on. This is only valid for the highest-tier title (so a Duke-Elector who also owns a County which is an electoral title for another title does not get a vote from that county).
tier = root.highest_held_title_tier
exists = de_jure_liege
target_is_de_jure_liege_or_above = scope:title
}
}
}
}
candidate_score = {
base = 0
###################### Elector self-voting pattern ##########################
elector_self_voting_pattern_feudal_elective_modifier = yes
########################## Holder voting pattern ##########################
holder_voting_pattern_feudal_elective_modifier = yes
########################## Elector voting patterns (circumstances) ##########################
elector_voting_pattern_circumstances_feudal_elective_modifier = yes
elector_voting_pattern_circumstances_tribal_elective_modifier = yes
########################## Elector voting patterns (prestige/piety) ##########################
elector_voting_pattern_prestige_piety_feudal_elective_modifier = yes
########################## Elector voting patterns (traits) ##########################
elector_voting_pattern_traits_feudal_elective_modifier = yes
########################## Elector voting patterns (opinion) ##########################
elector_voting_pattern_opinion_feudal_elective_modifier = yes
########################## Elector voting patterns (misc) ##########################
elector_voting_pattern_circumstances_misc_elective_modifier = yes
}
#scope:candidate = Candidate, scope:title = Title, scope:holder_candidate = Candidate currently selected by ruler.
candidates = {
add = {
type = title_claimants
limit = {
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
add = {
type = title_dejure_vassals
limit = {
feudal_elective_potential_landed_candidate_trigger = yes
}
}
add = {
type = holder_dynasty
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
}
}

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== Structure ==
feudal_elective = {
# Characters that can be elected
# In addition to the scripted limitations, the gender and faith laws are taken into account. Also the current title holder can never be a candidate.
candidates = {
# A set of candidates. Can list multiple sets. If a character matches any of them they will be a valid candidate.
add = {
type = holder_direct_vassals/... # see Candidate Set Types below
limit = {} # trigger that must be true for the character in the set; scope: root = candidate character, scope:title = the title under election, scope:holder = current title holder; default: always = yes
}
add = holder_direct_vassals # short version for add = { type = holder_direct_vassals }
# See "limit" inside "add", checked for all character sets
limit = {}
}
# Characters that can vote in the election
# Note that only rulers can be electors.
electors = {
# all elements from "candidates" are valid
max = 10 # optional maximum number of electors, <0 for no limitation; default: -1
priority = {} # optional MTTH to calculate a character's priority; only relevant when there is a max; scope: see "limit"; default: base = 1
}
# Optional MTTH to calculate the score an elector should add with their vote; scope: root = elector, scope:title = the title under election, scope:holder = current title holder; default: base = 1
elector_vote_strength = {}
# MTTH to calculate the AI voting behavior. AI electors will choose the candidate with the highest score.
# Scope: root = elector, scope:candidate = the considered candidate, scope:title = the title under election, scope:holder = current title holder, scope:holder_candidate = the title holder's candidate
# default: base = 1
candidate_score = {}
}
== Candidate Set Types ==
- title_claimants # any claimants of the title
- title_dejure_vassals # direct & indirect vassals in the dejure hierarchy under the title, lowest level: minimum playable tier (county)
- holder # current holder of the title
- holder_direct_vassals # direct vassals of the current holder of the title
- holder_spouses
- holder_close_family
- holder_close_or_extended_family
- holder_dynasty

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