city work
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7 changed files with 3539 additions and 27 deletions
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@ -57,9 +57,16 @@ republic_government = {
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landless_playable = yes
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landless_playable = yes
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replace_gold_cost_by_treasury = yes
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replace_gold_cost_by_treasury = yes
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admin_allows_holding_multiple_primary_tier_titles = yes
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admin_allows_holding_multiple_primary_tier_titles = yes
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sticky_government = yes
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use_as_base_on_landed = yes
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house_aspirations = yes
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use_as_base_on_rank_up = yes
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}
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}
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main_administrative_tier = county
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main_administrative_tier = county
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min_appointment_tier = county
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minimum_provincial_maa_tier = county
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fallback = 2
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vassal_contract_group = republic_vassal
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vassal_contract_group = republic_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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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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@ -67,8 +74,11 @@ republic_government = {
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government_is_special_republic
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government_is_special_republic
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government_is_special_administrative
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government_is_special_administrative
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government_is_administrative
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government_is_administrative
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government_has_influence
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government_has_powerful_families
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government_is_settled
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government_is_settled
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government_uses_domain_limit
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government_uses_domain_limit
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government_has_treasury
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government_uses_domicile_but_not_adventurer
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government_uses_domicile_but_not_adventurer
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government_has_house_blocs
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government_has_house_blocs
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}
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}
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@ -539,30 +539,18 @@
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acclamation_succession_law = {
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acclamation_succession_law = {
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can_keep = {
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can_keep = {
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can_keep_acclamation_succession_law_trigger = yes
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can_keep_acclamation_succession_law_trigger = yes
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NOT ={
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government_has_flag = government_is_special_republic
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}
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}
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}
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can_pass = {
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can_pass = {
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can_change_acclamation_succession_law_trigger = yes
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can_change_acclamation_succession_law_trigger = yes
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NOT ={
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government_has_flag = government_is_special_republic
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}
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}
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}
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can_have = {
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can_have = {
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NOT = { government_has_flag = government_is_nomadic }
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NOT = { government_has_flag = government_is_nomadic }
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can_have_acclamation_succession_law_trigger = yes
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can_have_acclamation_succession_law_trigger = yes
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NOT ={
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government_has_flag = government_is_special_republic
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}
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}
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}
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should_start_with = {
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should_start_with = {
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has_ep3_dlc_trigger = yes
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has_ep3_dlc_trigger = yes
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has_title = title:e_byzantium
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has_title = title:e_byzantium
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government_allows = administrative
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government_allows = administrative
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NOT ={
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government_has_flag = government_is_special_republic
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}
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}
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}
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succession = {
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succession = {
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order_of_succession = appointment
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order_of_succession = appointment
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@ -595,9 +583,6 @@
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appointment_succession_law = {
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appointment_succession_law = {
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can_keep = {
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can_keep = {
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can_keep_appointment_succession_law_trigger = yes
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can_keep_appointment_succession_law_trigger = yes
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NOT ={
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government_has_flag = government_is_special_republic
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}
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# Vassal Contract allows it
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# Vassal Contract allows it
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custom_description = {
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custom_description = {
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text = succession_laws_must_not_be_forced_partition
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text = succession_laws_must_not_be_forced_partition
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@ -610,9 +595,6 @@
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can_have = {
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can_have = {
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NOT = { government_has_flag = government_is_nomadic }
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NOT = { government_has_flag = government_is_nomadic }
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can_have_appointment_succession_law_trigger = yes
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can_have_appointment_succession_law_trigger = yes
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NOT ={
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government_has_flag = government_is_special_republic
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}
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}
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}
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can_pass = {
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can_pass = {
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can_change_appointment_succession_law_trigger = yes
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can_change_appointment_succession_law_trigger = yes
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@ -621,7 +603,6 @@
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government_allows = administrative
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government_allows = administrative
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NOR = {
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NOR = {
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government_has_flag = government_is_celestial
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government_has_flag = government_is_celestial
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government_has_flag = government_is_special_republic
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government_has_flag = government_is_japan_administrative
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government_has_flag = government_is_japan_administrative
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government_has_flag = government_is_meritocratic
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government_has_flag = government_is_meritocratic
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}
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}
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@ -2,10 +2,7 @@
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# Default Feudal Elective
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# Default Feudal Elective
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feudal_elective_succession_law = {
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feudal_elective_succession_law = {
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can_have = {
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_feudal
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government_has_flag = government_is_special_republic
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}
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highest_held_title_tier >= tier_county
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highest_held_title_tier >= tier_county
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NOR = { #Cultures have their special flavor.
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NOR = { #Cultures have their special flavor.
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culture = { has_cultural_parameter = witenagemot_succession_enabled }
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culture = { has_cultural_parameter = witenagemot_succession_enabled }
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@ -20,7 +17,6 @@
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can_title_have_law_general_trigger = yes
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can_title_have_law_general_trigger = yes
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}
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}
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should_start_with = {
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should_start_with = {
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government_has_flag = government_is_special_republic
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}
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}
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succession = {
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succession = {
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order_of_succession = election
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order_of_succession = election
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@ -11,6 +11,29 @@ on_game_start = {
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effect = {
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effect = {
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##NEOW
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##NEOW
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if = {
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limit = {
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government_allows = administrative
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is_house_head = yes
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trigger_if = {
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# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
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limit = { government_has_flag = government_has_county_tier_noble_families }
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highest_held_title_tier >= tier_county
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}
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trigger_else = { highest_held_title_tier >= tier_duchy }
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NOR = {
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any_held_title = { is_noble_family_title = yes }
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house = {
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any_house_member = {
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any_held_title = { is_noble_family_title = yes }
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}
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}
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}
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}
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create_noble_family_effect = { GOVERNMENT_GIVER = this }
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domicile ?= { set_up_domicile_estate_effect = yes }
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}
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#Dynamic Titles
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#Dynamic Titles
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character:benelux_oranje_nassau_weilburg_guillem = {
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character:benelux_oranje_nassau_weilburg_guillem = {
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if = {
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if = {
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3491
N3OW/common/on_action/yearly_on_actions.txt
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3491
N3OW/common/on_action/yearly_on_actions.txt
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File diff suppressed because it is too large
Load diff
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@ -3218,11 +3218,22 @@ create_noble_family_effect = {
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}
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}
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}
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}
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}
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}
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republic_government = { # Steppe Admin has different government
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scope:new_noble_family_holder = {
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give_noble_family_title = {
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name = noble_family_name
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tier = county
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article = DEFAULT_TITLE_NAME_ARTICLE
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government = republic_government
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save_scope_as = new_title
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}
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}
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}
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fallback = {
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fallback = {
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scope:new_noble_family_holder = {
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scope:new_noble_family_holder = {
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give_noble_family_title = {
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give_noble_family_title = {
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name = noble_family_name
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name = noble_family_name
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tier = duchy
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tier = county
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article = DEFAULT_TITLE_NAME_ARTICLE
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article = DEFAULT_TITLE_NAME_ARTICLE
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government = administrative_government
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government = administrative_government
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save_scope_as = new_title
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save_scope_as = new_title
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top_liege = scope:new_noble_family_holder.top_liege
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top_liege = scope:new_noble_family_holder.top_liege
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this != scope:new_noble_family_holder
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this != scope:new_noble_family_holder
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# China has hundreds of Noble Families, it gets spammy
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# China has hundreds of Noble Families, it gets spammy
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NOT = { government_allows = merit }
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NOT = { OR = { government_allows = merit government_has_flag = government_is_special_administrative } }
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}
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}
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trigger_event = {
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trigger_event = {
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id = ep3_emperor_yearly.2410
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id = ep3_emperor_yearly.2410
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@ -367,7 +367,7 @@ is_temporal_head_of_faith_trigger = {
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}
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}
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can_title_have_law_general_trigger = {
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can_title_have_law_general_trigger = {
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tier >= tier_duchy
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tier >= tier_county
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is_temporal_head_of_faith_trigger = no
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is_temporal_head_of_faith_trigger = no
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}
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}
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