government fixes and frisian fixes
This commit is contained in:
parent
992ba67b28
commit
94cf89b038
2 changed files with 194 additions and 206 deletions
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@ -46,7 +46,7 @@ frisian = { #Represented the "old frisians" in vanilla, actually playable here #
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traditions = {
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tradition_fishermen
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tradition_polders
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tradition_pastoralists
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tradition_collective_lands
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tradition_practiced_pirates
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tradition_modest
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}
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@ -45,6 +45,198 @@ feudal_government = {
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realm_mask_scale = { 1 1 }
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}
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urbanrepublic_government = {
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primary_holding = city_holding
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valid_holdings = { temple_citadel_holding monotown_holding castle_holding }
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required_county_holdings = { city_holding church_holding }
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government_rules = {
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create_cadet_branches = yes
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court_generate_spouses = yes
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council = yes
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always_use_patronym = yes
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rulers_should_have_dynasty = yes
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landless_playable = yes
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barter = yes
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mercenary = yes
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use_as_base_on_landed = yes
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allow_out_of_realm_inheritance = no
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use_as_base_on_rank_up = yes
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sticky_government = yes
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uses_county_fertility = yes
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inherit_from_dynastic_government = no
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treasury = yes
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replace_gold_cost_by_treasury = yes
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house_aspirations = yes
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}
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can_get_government = {
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NOR = {
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culture = {
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OR = {
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has_cultural_tradition = tradition_farmer_republics
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has_cultural_tradition = tradition_collective_lands
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has_cultural_tradition = tradition_landstinget
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}
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}
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faith = {
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has_doctrine = tenet_communal_possessions
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}
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liege = {
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has_government = peasantrepublic_government
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}
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primary_title = {
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is_target_in_global_variable_list = {
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name = prepublic_list
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target = prev
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}
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}
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}
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NOT = {
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primary_title.tier = tier_barony
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}
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}
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domicile_type = palace
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character_modifier = {
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feudal_government_tax_contribution_mult = -0.5
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feudal_government_levy_contribution_mult = -0.5
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clan_government_tax_contribution_mult = -0.5
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clan_government_levy_contribution_mult = -0.5
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ignore_negative_opinion_of_culture = yes
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men_at_arms_cap = 2
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men_at_arms_limit = 2
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knight_limit = -4
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title_creation_cost_mult = 1.5
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mercenary_hire_cost_mult = -0.25
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men_at_arms_maintenance = 2
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vassal_limit = 5
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ai_war_cooldown = 2
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ai_war_chance = -0.15
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monthly_treasury_from_vassals = 0.85
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}
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vassal_contract_group = urbanrepublic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_has_influence
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government_is_settled
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government_has_treasury
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may_elevate_co_monarch
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government_uses_domain_limit
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government_uses_monotowns
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government_uses_domicile_but_not_adventurer
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government_has_citizen_militia
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government_elections_and_tax_influenced_by_influence
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government_is_barterer
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government_is_urepublic
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government_locked_to_elective
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government_allows_nomad_domicile_titles
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gov_uses_non_crown_coa
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government_uses_crown_authority
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}
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mechanic_type = feudal
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color = { 0 85 164 }
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realm_mask_offset = { 0.0 -0.01 }
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realm_mask_scale = { 1 1 }
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}
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peasantrepublic_government = {
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primary_holding = city_holding
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valid_holdings = { temple_citadel_holding }
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required_county_holdings = { city_holding church_holding }
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government_rules = {
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create_cadet_branches = yes
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court_generate_spouses = yes
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council = yes
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always_use_patronym = yes
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rulers_should_have_dynasty = yes
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landless_playable = yes
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barter = yes
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mercenary = yes
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use_as_base_on_landed = yes
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allow_out_of_realm_inheritance = no
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use_as_base_on_rank_up = yes
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uses_county_fertility = yes
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sticky_government = yes
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replenishes_county_fertility = yes
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regiments_use_barter_goods_as_gold = yes
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inherit_from_dynastic_government = no
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house_aspirations = yes
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}
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can_get_government = {
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OR = {
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culture = {
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OR = {
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has_cultural_tradition = tradition_farmer_republics
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has_cultural_tradition = tradition_collective_lands
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has_cultural_tradition = tradition_landstinget
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}
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}
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faith = {
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has_doctrine = tenet_communal_possessions
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}
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liege = {
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has_government = peasantrepublic_government
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}
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primary_title = {
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is_target_in_global_variable_list = {
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name = prepublic_list
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target = prev
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}
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}
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}
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NOT = {
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any_liege_or_above = {
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has_government = urbanrepublic_government
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}
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}
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NOT = {
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primary_title.tier = tier_barony
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}
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}
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domicile_type = farmstead
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character_modifier = {
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feudal_government_tax_contribution_mult = -0.5
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feudal_government_levy_contribution_mult = -0.5
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clan_government_tax_contribution_mult = -0.5
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clan_government_levy_contribution_mult = -0.5
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ignore_negative_opinion_of_culture = yes
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men_at_arms_cap = -1
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men_at_arms_limit = -1
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knight_limit = -4
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title_creation_cost_mult = 1.5
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mercenary_hire_cost_mult = 2
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men_at_arms_maintenance = 1.5
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vassal_limit = 5
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ai_war_cooldown = 2
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ai_war_chance = -0.15
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}
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vassal_contract_group = peasantrepublic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_is_settled
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may_elevate_co_monarch
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government_uses_domain_limit
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government_has_herd
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government_uses_domicile_but_not_adventurer
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government_is_barterer
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government_is_prepublic
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government_locked_to_elective
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government_allows_nomad_domicile_titles
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gov_uses_non_crown_coa
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government_uses_crown_authority
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}
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mechanic_type = feudal
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color = hsv{ 0.30 0.60 0.68 }
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realm_mask_offset = { 0.0 -0.01 }
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realm_mask_scale = { 1 1 }
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}
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republic_government = {
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primary_holding = city_holding
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valid_holdings = { castle_holding }
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@ -75,23 +267,7 @@ republic_government = {
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}
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}
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}
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NOR = {
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culture = {
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has_cultural_tradition = tradition_republican_legacy
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}
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faith = {
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has_doctrine = tenet_egalite
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}
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any_liege_or_above = {
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has_government = urbanrepublic_government
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}
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primary_title = {
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is_target_in_global_variable_list = {
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name = urepublic_list
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target = prev
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}
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}
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}
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primary_title.tier = tier_barony
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}
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ai = {
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arrange_marriage = no
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@ -699,194 +875,6 @@ landless_minority_government = {
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realm_mask_scale = { 1 1 }
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}
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peasantrepublic_government = {
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primary_holding = city_holding
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valid_holdings = { temple_citadel_holding }
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required_county_holdings = { city_holding church_holding }
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government_rules = {
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create_cadet_branches = yes
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court_generate_spouses = yes
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council = yes
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always_use_patronym = yes
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rulers_should_have_dynasty = yes
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landless_playable = yes
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barter = yes
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mercenary = yes
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use_as_base_on_landed = yes
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allow_out_of_realm_inheritance = no
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use_as_base_on_rank_up = yes
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uses_county_fertility = yes
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sticky_government = yes
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replenishes_county_fertility = yes
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regiments_use_barter_goods_as_gold = yes
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inherit_from_dynastic_government = no
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house_aspirations = yes
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}
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can_get_government = {
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OR = {
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culture = {
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OR = {
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has_cultural_tradition = tradition_farmer_republics
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has_cultural_tradition = tradition_collective_lands
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has_cultural_tradition = tradition_landstinget
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}
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}
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faith = {
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has_doctrine = tenet_communal_possessions
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}
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liege = {
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has_government = peasantrepublic_government
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}
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primary_title = {
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is_target_in_global_variable_list = {
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name = prepublic_list
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target = prev
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}
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}
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}
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NOR = {
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culture = {
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has_cultural_tradition = tradition_republican_legacy
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}
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faith = {
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has_doctrine = tenet_egalite
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}
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any_liege_or_above = {
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has_government = urbanrepublic_government
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}
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}
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}
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domicile_type = farmstead
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character_modifier = {
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feudal_government_tax_contribution_mult = -0.5
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feudal_government_levy_contribution_mult = -0.5
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clan_government_tax_contribution_mult = -0.5
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clan_government_levy_contribution_mult = -0.5
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ignore_negative_opinion_of_culture = yes
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men_at_arms_cap = -1
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men_at_arms_limit = -1
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knight_limit = -4
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title_creation_cost_mult = 1.5
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mercenary_hire_cost_mult = 2
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men_at_arms_maintenance = 1.5
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vassal_limit = 5
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ai_war_cooldown = 2
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ai_war_chance = -0.15
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}
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vassal_contract_group = peasantrepublic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_is_settled
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may_elevate_co_monarch
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government_uses_domain_limit
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government_has_herd
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government_uses_domicile_but_not_adventurer
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government_is_barterer
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government_is_prepublic
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government_locked_to_elective
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government_allows_nomad_domicile_titles
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gov_uses_non_crown_coa
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government_uses_crown_authority
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}
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mechanic_type = feudal
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color = hsv{ 0.30 0.60 0.68 }
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realm_mask_offset = { 0.0 -0.01 }
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realm_mask_scale = { 1 1 }
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}
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urbanrepublic_government = {
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primary_holding = city_holding
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valid_holdings = { temple_citadel_holding monotown_holding castle_holding }
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required_county_holdings = { city_holding church_holding }
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government_rules = {
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create_cadet_branches = yes
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court_generate_spouses = yes
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council = yes
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always_use_patronym = yes
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rulers_should_have_dynasty = yes
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landless_playable = yes
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barter = yes
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mercenary = yes
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use_as_base_on_landed = yes
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allow_out_of_realm_inheritance = no
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use_as_base_on_rank_up = yes
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sticky_government = yes
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uses_county_fertility = yes
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inherit_from_dynastic_government = no
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treasury = yes
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replace_gold_cost_by_treasury = yes
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house_aspirations = yes
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}
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can_get_government = {
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OR = {
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culture = {
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has_cultural_tradition = tradition_republican_legacy
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}
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faith = {
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has_doctrine = tenet_egalite
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}
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any_liege_or_above = {
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has_government = urbanrepublic_government
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}
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primary_title = {
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is_target_in_global_variable_list = {
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name = urepublic_list
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target = prev
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}
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}
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}
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}
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domicile_type = palace
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character_modifier = {
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feudal_government_tax_contribution_mult = -0.5
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feudal_government_levy_contribution_mult = -0.5
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clan_government_tax_contribution_mult = -0.5
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clan_government_levy_contribution_mult = -0.5
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ignore_negative_opinion_of_culture = yes
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men_at_arms_cap = 2
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men_at_arms_limit = 2
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knight_limit = -4
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title_creation_cost_mult = 1.5
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mercenary_hire_cost_mult = -0.25
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men_at_arms_maintenance = 2
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vassal_limit = 5
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ai_war_cooldown = 2
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ai_war_chance = -0.15
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monthly_treasury_from_vassals = 0.85
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}
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vassal_contract_group = urbanrepublic_vassal
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_has_influence
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government_is_settled
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government_has_treasury
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may_elevate_co_monarch
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government_uses_domain_limit
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government_uses_monotowns
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government_uses_domicile_but_not_adventurer
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government_has_citizen_militia
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government_elections_and_tax_influenced_by_influence
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government_is_barterer
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government_is_urepublic
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government_locked_to_elective
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government_allows_nomad_domicile_titles
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gov_uses_non_crown_coa
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government_uses_crown_authority
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}
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mechanic_type = feudal
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color = { 0 85 164 }
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realm_mask_offset = { 0.0 -0.01 }
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realm_mask_scale = { 1 1 }
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}
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### Brief: nomad_government
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# Default nomad government, used for the Steppe Region
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#
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