From 94cf89b038068039f97f9533f9e9c10a6ac2be8b Mon Sep 17 00:00:00 2001 From: Fishedotjpg Date: Sun, 16 Aug 2026 14:20:35 +0100 Subject: [PATCH] government fixes and frisian fixes --- .../culture/cultures/NEOW_west_germanic.txt | 2 +- common/governments/00_government_types.txt | 398 +++++++++--------- 2 files changed, 194 insertions(+), 206 deletions(-) diff --git a/common/culture/cultures/NEOW_west_germanic.txt b/common/culture/cultures/NEOW_west_germanic.txt index 4d12c272d..3cc829d50 100644 --- a/common/culture/cultures/NEOW_west_germanic.txt +++ b/common/culture/cultures/NEOW_west_germanic.txt @@ -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 } diff --git a/common/governments/00_government_types.txt b/common/governments/00_government_types.txt index aa8cf655f..a177a2230 100644 --- a/common/governments/00_government_types.txt +++ b/common/governments/00_government_types.txt @@ -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 #