government fixes and frisian fixes

This commit is contained in:
Fishedotjpg 2026-08-16 14:20:35 +01:00
parent 992ba67b28
commit 94cf89b038
2 changed files with 194 additions and 206 deletions

View file

@ -46,7 +46,7 @@ frisian = { #Represented the "old frisians" in vanilla, actually playable here #
traditions = {
tradition_fishermen
tradition_polders
tradition_pastoralists
tradition_collective_lands
tradition_practiced_pirates
tradition_modest
}

View file

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