revert Alignment
This commit is contained in:
Vannifar 2026-04-25 10:02:11 +02:00
parent 15a5108e23
commit c4b6d9bdeb
250 changed files with 11067 additions and 16365 deletions

View file

@ -84,7 +84,6 @@ on_game_start = {
add_confederation_member = title:d_trier.holder
}
}
set_global_variable = { name = is_game_start_date days = 1 }
# Chinese Song-fashion
if = {
limit = {
@ -690,7 +689,6 @@ on_game_start = {
}
}
}
}
religion:eastern_orthodox_religion = {
every_faith = {
@ -1538,7 +1536,6 @@ on_game_start = {
limit = {
government_has_flag = government_is_wanua
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = tribal_government
}
# TGP: Clean up mandala govs and revert them to non-dlc feudals
@ -1546,7 +1543,6 @@ on_game_start = {
limit = {
government_has_flag = government_is_mandala
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
@ -1560,8 +1556,8 @@ on_game_start = {
has_government = japan_feudal_government
}
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
if = {
limit = {
@ -2575,29 +2571,26 @@ on_game_start = {
}
### TGP Earthquake Regions
# background regions
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_japan }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_indonesia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_philippines }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_sakhalin_hokkaido }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_burma }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_arakan_mountains }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_bactria }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_himalaya }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
# strips
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
### TGP Flood Regions
add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
@ -2639,13 +2632,8 @@ on_game_start = {
limit = { has_tgp_dlc_trigger = yes }
### DYNASTIES
tgp_dynasty_house_name_setup_effect = yes
### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
if = {
limit = {
NOT = { has_dlc_feature = all_under_heaven }
}
tgp_setup_historical_house_bloc_effect = yes
}
### BLOCS
tgp_setup_historical_house_bloc_effect = yes
}
#
if = {
@ -2687,8 +2675,6 @@ on_game_start = {
# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
on_game_start_after_lobby = {
effect = {
disable_succession_calculation = yes
# To prevent the Season Changes event from triggering on game start
situation:the_great_steppe ?= {
every_participant_group = {
@ -2819,6 +2805,34 @@ on_game_start_after_lobby = {
}
}
}
title:k_xia ?= {
every_in_de_jure_hierarchy = {
limit = {
holder ?= {
government_has_flag = government_is_tribal
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
#Sami
if = {
@ -2956,12 +2970,6 @@ on_game_start_after_lobby = {
culture = culture:bedouin
is_ai = no
}
NOR = {
culture = culture:welayta
culture = culture:ethiopian
culture = culture:nubian
culture = culture:daju
}
}
}
holder = {
@ -3051,9 +3059,6 @@ on_game_start_after_lobby = {
enact_treasury_budgets_init = yes
}
}
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
### Every nomad in the Steppe Region gets their yurt domicile goodies ###
if = {
@ -3136,6 +3141,7 @@ on_game_start_after_lobby = {
domicile ?= {
add_domicile_building = yurt_main_02
add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
}
}
@ -4549,8 +4555,6 @@ on_game_start_after_lobby = {
}
}
}
if = {
limit = { has_game_rule = sexuality_distribution_default }
@ -8337,7 +8341,6 @@ on_game_start_after_lobby = {
has_government = landless_adventurer_government
}
add_realm_law_skip_effects = camp_purpose_scholars
add_realm_law_skip_effects = equal_law
trigger_event = ep3_story_cycle_violet_poet.0001
}
}
@ -8581,7 +8584,7 @@ on_game_start_after_lobby = {
add_realm_law_skip_effects = camp_purpose_mercenaries
}
}
character:il_eom_1 ?= {
character:bojo_jinul_1 ?= {
if = {
limit = {
is_alive = yes
@ -8710,35 +8713,6 @@ on_game_start_after_lobby = {
limit = { has_tgp_dlc_trigger = yes }
### JAPAN
# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
if = {
limit = { has_dlc_feature = all_under_heaven }
title:e_japan.holder ?= {
# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
if = {
limit = {
NOT = { government_has_flag = government_is_japan_administrative }
OR = {
has_government = feudal_government
has_government = japan_feudal_government
}
}
add_character_flag = tgp_japan_restore_japanese_government_flag
change_government = japan_administrative_government
remove_character_flag = tgp_japan_restore_japanese_government_flag
}
# Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
if = {
limit = {
government_has_flag = government_is_japan_administrative
NOT = { has_realm_law = japanese_regency_succession_law }
}
add_realm_law_skip_effects = japanese_regency_succession_law
}
}
}
# Special variable that UI uses to display correct title
title:e_japan = {
# More starting house relations
@ -8821,14 +8795,6 @@ on_game_start_after_lobby = {
}
}
if = {
limit = {
has_dlc_feature = all_under_heaven
exists = title:e_japan.holder
}
tgp_setup_historical_house_bloc_effect = yes
}
### MANDALA
@ -8881,11 +8847,11 @@ on_game_start_after_lobby = {
add_great_building = mandala_capital_01
}
else_if = {
limit = { game_start_date > 1066.09.15 }
add_great_building = mandala_capital_03
limit = { game_start_date >= 1066.1.1 }
add_great_building = mandala_capital_02
}
else = {
add_great_building = mandala_capital_02
add_great_building = mandala_capital_03
}
add_to_global_variable_list = { # Add to list so it can be found by the PoI
name = mandala_poi_list
@ -8962,37 +8928,6 @@ on_game_start_after_lobby = {
create_story = story_mandala
}
}
#Tai Migrations
every_county_in_region = { # save all migration counties to variable list
region = custom_tai_migration_target
add_to_global_variable_list = {
name = tai_migration_target_counties
target = this
}
}
every_in_global_list = { # give all saved migration county holders the story
variable = tai_migration_target_counties
holder = {
if = {
limit = {
NOT = {
any_owned_story = {
type = story_tai_migrations
}
}
has_tgp_dlc_trigger = yes
any_realm_province = {
culture = {
NOT = {
has_cultural_pillar = heritage_tai
}
}
}
}
create_story = story_tai_migrations
}
}
}
}
### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
if = {
@ -9827,65 +9762,26 @@ on_game_start_after_lobby = {
limit = {
is_ai = yes
OR = {
is_governor = yes
tgp_is_any_minister = yes
}
trigger_if = {
limit = { has_trait_with_flag = civilian_province }
OR = {
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
AND = {
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
has_trait_with_flag = civilian_province
}
}
trigger_else = {
OR = {
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
AND = {
OR = {
vassal_contract_has_flag = celestial_province_standard
vassal_contract_has_flag = celestial_province_industrial
vassal_contract_has_flag = celestial_province_metropolitan
}
has_trait_with_flag = military_province
}
}
}
if = {
limit = { has_trait_with_flag = civilian_province }
set_variable = {
name = appointment_trait_override
value = trait:education_martial_1
}
}
else = {
set_variable = {
name = appointment_trait_override
value = trait:education_stewardship_1
}
}
tgp_flip_education_track_on_game_start = yes
}
}
if = {
limit = {
has_game_rule = no_easteregg_characters
}
# needed for error suppression as all characters are added to the list in the history
if = {
limit = {
always = no
}
add_to_global_variable_list = {
name = easteregg_characters_list
target = this
}
}
every_in_global_list = {
variable = easteregg_characters_list
limit = {
is_ai = yes
}
death = {
death_reason = death_vanished
}
}
clear_global_variable_list = easteregg_characters_list
}
enable_and_run_succession_calculation = yes
}
events = {