parent
15a5108e23
commit
c4b6d9bdeb
250 changed files with 11067 additions and 16365 deletions
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@ -84,7 +84,6 @@ on_game_start = {
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add_confederation_member = title:d_trier.holder
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}
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}
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set_global_variable = { name = is_game_start_date days = 1 }
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# Chinese Song-fashion
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if = {
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limit = {
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@ -690,7 +689,6 @@ on_game_start = {
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}
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}
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}
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}
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religion:eastern_orthodox_religion = {
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every_faith = {
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@ -1538,7 +1536,6 @@ on_game_start = {
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limit = {
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government_has_flag = government_is_wanua
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = tribal_government
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}
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# TGP: Clean up mandala govs and revert them to non-dlc feudals
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@ -1546,7 +1543,6 @@ on_game_start = {
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limit = {
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government_has_flag = government_is_mandala
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = feudal_government
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}
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### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
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@ -1560,8 +1556,8 @@ on_game_start = {
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has_government = japan_feudal_government
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}
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}
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empty_treasury_when_abandoning_landed_life_effect = yes
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change_government = feudal_government
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}
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if = {
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limit = {
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@ -2575,29 +2571,26 @@ on_game_start = {
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}
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### TGP Earthquake Regions
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# background regions
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
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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
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_japan }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_indonesia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_philippines }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_sakhalin_hokkaido }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_burma }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_arakan_mountains }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:custom_bactria }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_himalaya }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
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# strips
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
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add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
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### TGP Flood Regions
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add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
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@ -2639,13 +2632,8 @@ on_game_start = {
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limit = { has_tgp_dlc_trigger = yes }
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### DYNASTIES
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tgp_dynasty_house_name_setup_effect = yes
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### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
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if = {
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limit = {
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NOT = { has_dlc_feature = all_under_heaven }
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}
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tgp_setup_historical_house_bloc_effect = yes
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}
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### BLOCS
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tgp_setup_historical_house_bloc_effect = yes
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}
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#
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if = {
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@ -2687,8 +2675,6 @@ on_game_start = {
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# 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
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on_game_start_after_lobby = {
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effect = {
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disable_succession_calculation = yes
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# To prevent the Season Changes event from triggering on game start
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situation:the_great_steppe ?= {
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every_participant_group = {
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@ -2819,6 +2805,34 @@ on_game_start_after_lobby = {
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}
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}
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}
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title:k_xia ?= {
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every_in_de_jure_hierarchy = {
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limit = {
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holder ?= {
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government_has_flag = government_is_tribal
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}
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}
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holder = {
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set_variable = {
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name = steppe_game_start_var
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years = 1
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}
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every_held_title = {
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if = {
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limit = {
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title_province = {
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has_holding_type = tribal_holding
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}
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}
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title_province = {
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set_holding_type = nomad_holding
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}
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}
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}
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change_government = nomad_government
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}
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}
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}
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}
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#Sami
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if = {
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@ -2956,12 +2970,6 @@ on_game_start_after_lobby = {
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culture = culture:bedouin
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is_ai = no
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}
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NOR = {
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culture = culture:welayta
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culture = culture:ethiopian
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culture = culture:nubian
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culture = culture:daju
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}
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}
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}
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holder = {
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@ -3051,9 +3059,6 @@ on_game_start_after_lobby = {
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enact_treasury_budgets_init = yes
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}
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}
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every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
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### Every nomad in the Steppe Region gets their yurt domicile goodies ###
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if = {
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@ -3136,6 +3141,7 @@ on_game_start_after_lobby = {
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domicile ?= {
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add_domicile_building = yurt_main_02
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add_random_yurt_external_building_effect = yes
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add_random_yurt_external_building_effect = yes
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upgrade_random_yurt_external_building_effect = yes
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}
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}
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@ -4549,8 +4555,6 @@ on_game_start_after_lobby = {
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}
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}
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}
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if = {
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limit = { has_game_rule = sexuality_distribution_default }
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@ -8337,7 +8341,6 @@ on_game_start_after_lobby = {
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has_government = landless_adventurer_government
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}
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add_realm_law_skip_effects = camp_purpose_scholars
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add_realm_law_skip_effects = equal_law
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trigger_event = ep3_story_cycle_violet_poet.0001
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}
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}
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@ -8581,7 +8584,7 @@ on_game_start_after_lobby = {
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add_realm_law_skip_effects = camp_purpose_mercenaries
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}
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}
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character:il_eom_1 ?= {
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character:bojo_jinul_1 ?= {
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if = {
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limit = {
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is_alive = yes
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@ -8710,35 +8713,6 @@ on_game_start_after_lobby = {
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limit = { has_tgp_dlc_trigger = yes }
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### JAPAN
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# History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
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# Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
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if = {
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limit = { has_dlc_feature = all_under_heaven }
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title:e_japan.holder ?= {
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# can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
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if = {
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limit = {
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NOT = { government_has_flag = government_is_japan_administrative }
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OR = {
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has_government = feudal_government
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has_government = japan_feudal_government
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}
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}
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add_character_flag = tgp_japan_restore_japanese_government_flag
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change_government = japan_administrative_government
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remove_character_flag = tgp_japan_restore_japanese_government_flag
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}
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# 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.
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if = {
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limit = {
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government_has_flag = government_is_japan_administrative
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NOT = { has_realm_law = japanese_regency_succession_law }
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}
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add_realm_law_skip_effects = japanese_regency_succession_law
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}
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}
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}
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# Special variable that UI uses to display correct title
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title:e_japan = {
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# More starting house relations
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@ -8821,14 +8795,6 @@ on_game_start_after_lobby = {
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}
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}
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if = {
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limit = {
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has_dlc_feature = all_under_heaven
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exists = title:e_japan.holder
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}
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tgp_setup_historical_house_bloc_effect = yes
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}
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### MANDALA
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@ -8881,11 +8847,11 @@ on_game_start_after_lobby = {
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add_great_building = mandala_capital_01
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}
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else_if = {
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limit = { game_start_date > 1066.09.15 }
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add_great_building = mandala_capital_03
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limit = { game_start_date >= 1066.1.1 }
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add_great_building = mandala_capital_02
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}
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else = {
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add_great_building = mandala_capital_02
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add_great_building = mandala_capital_03
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}
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add_to_global_variable_list = { # Add to list so it can be found by the PoI
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name = mandala_poi_list
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@ -8962,37 +8928,6 @@ on_game_start_after_lobby = {
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create_story = story_mandala
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}
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}
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#Tai Migrations
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every_county_in_region = { # save all migration counties to variable list
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region = custom_tai_migration_target
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add_to_global_variable_list = {
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name = tai_migration_target_counties
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target = this
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}
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}
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every_in_global_list = { # give all saved migration county holders the story
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variable = tai_migration_target_counties
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holder = {
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if = {
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limit = {
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NOT = {
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any_owned_story = {
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type = story_tai_migrations
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}
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}
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has_tgp_dlc_trigger = yes
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any_realm_province = {
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culture = {
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NOT = {
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has_cultural_pillar = heritage_tai
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}
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}
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}
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}
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create_story = story_tai_migrations
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}
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}
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}
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}
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### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
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if = {
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@ -9827,65 +9762,26 @@ on_game_start_after_lobby = {
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limit = {
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is_ai = yes
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OR = {
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is_governor = yes
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tgp_is_any_minister = yes
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}
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trigger_if = {
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limit = { has_trait_with_flag = civilian_province }
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OR = {
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vassal_contract_has_flag = celestial_military_appointment
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vassal_contract_has_flag = meritocratic_military_appointment
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AND = {
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OR = {
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vassal_contract_has_flag = celestial_province_military
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vassal_contract_has_flag = celestial_province_protectorate
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}
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has_trait_with_flag = civilian_province
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}
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}
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trigger_else = {
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OR = {
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vassal_contract_has_flag = celestial_civil_appointment
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vassal_contract_has_flag = meritocratic_civil_appointment
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AND = {
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OR = {
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vassal_contract_has_flag = celestial_province_standard
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vassal_contract_has_flag = celestial_province_industrial
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vassal_contract_has_flag = celestial_province_metropolitan
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}
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has_trait_with_flag = military_province
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}
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}
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}
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if = {
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limit = { has_trait_with_flag = civilian_province }
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set_variable = {
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name = appointment_trait_override
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value = trait:education_martial_1
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}
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}
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else = {
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set_variable = {
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name = appointment_trait_override
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value = trait:education_stewardship_1
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}
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}
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tgp_flip_education_track_on_game_start = yes
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}
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}
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if = {
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limit = {
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has_game_rule = no_easteregg_characters
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}
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# needed for error suppression as all characters are added to the list in the history
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if = {
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limit = {
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always = no
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}
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add_to_global_variable_list = {
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name = easteregg_characters_list
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target = this
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}
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}
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every_in_global_list = {
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variable = easteregg_characters_list
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limit = {
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is_ai = yes
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}
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death = {
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death_reason = death_vanished
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}
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}
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clear_global_variable_list = easteregg_characters_list
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}
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enable_and_run_succession_calculation = yes
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}
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events = {
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