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.