britian Japanisation part 1

This commit is contained in:
edwardtheelbowhigh 2026-10-22 19:59:14 +01:00
parent 3d655c38a0
commit d65eb5ce4a
16 changed files with 11348 additions and 59 deletions

View file

@ -10841,34 +10841,22 @@ dynn_britannia_windsor = {
color1=yellow
texture="ce_harp.dds"
instance={
position={ 0.320000 0.730000 }
scale={ 0.480000 0.480000 }
position={ 0.320000 0.750000 }
scale={ 0.500000 0.500000 }
depth=7.010000
rotation=348
}
}
colored_emblem={
color1=yellow
color2=yellow
texture="ce_moors_head_02.dds"
instance={
position={ 0.150000 0.640000 }
scale={ 0.200000 0.200000 }
depth=1.010000
}
}
colored_emblem={
color1=yellow
color2=black
color3=blue
texture="ce_leopard_passant_guardant.dds"
instance={
position={ 0.700000 0.840000 }
scale={ 0.420000 0.420000 }
position={ 0.750000 0.900000 }
scale={ 0.500000 0.500000 }
depth=2.010000
}
@ -10884,13 +10872,26 @@ dynn_britannia_windsor = {
}
colored_emblem={
color1=yellow
color2=yellow
color3=yellow
texture="ce_moors_head_02.dds"
instance={
position={ 0.145000 0.660000 }
scale={ 0.200000 0.200000 }
depth=1.010000
}
}
colored_emblem={
color1=red
color2=blue
texture="ce_lion_rampant.dds"
instance={
position={ 0.720000 0.250000 }
scale={ 0.290000 0.290000 }
position={ 0.750000 0.250000 }
scale={ 0.300000 0.300000 }
depth=5.010000
}
@ -10902,32 +10903,32 @@ dynn_britannia_windsor = {
color3=black
texture="ce_leopard_passant_guardant.dds"
instance={
position={ 0.700000 0.720000 }
scale={ 0.420000 0.420000 }
position={ 0.750000 0.750000 }
scale={ 0.500000 0.500000 }
depth=3.010000
}
instance={
position={ 0.700000 0.580000 }
scale={ 0.420000 0.420000 }
position={ 0.750000 0.600000 }
scale={ 0.500000 0.500000 }
depth=4.010000
}
instance={
position={ 0.290000 0.400000 }
scale={ 0.420000 0.420000 }
position={ 0.250000 0.400000 }
scale={ 0.500000 0.500000 }
depth=8.010000
}
instance={
position={ 0.290000 0.100000 }
scale={ 0.420000 0.420000 }
position={ 0.250000 0.100000 }
scale={ 0.500000 0.500000 }
depth=9.010000
}
instance={
position={ 0.290000 0.250000 }
scale={ 0.420000 0.420000 }
position={ 0.250000 0.250000 }
scale={ 0.500000 0.500000 }
depth=10.010000
}
@ -10947,8 +10948,8 @@ dynn_britannia_windsor = {
color1=red
texture="ce_double_tressure.dds"
instance={
position={ 0.720000 0.270000 }
scale={ 0.490000 0.490000 }
position={ 0.750000 0.250000 }
scale={ 0.600000 0.500000 }
}
}
@ -10958,6 +10959,7 @@ dynn_britannia_windsor = {
dynn_britannia_cyflymarhyan ={
pattern="pattern_horizontal_split_01.dds"
color1=purple

View file

@ -23027,3 +23027,127 @@ k_troy={
}
}
k_royal_household ={
pattern="pattern_checkers_02.dds"
color1=red
color2=blue
color3=blue
colored_emblem={
color1=yellow
texture="ce_harp.dds"
instance={
position={ 0.320000 0.750000 }
scale={ 0.500000 0.500000 }
depth=7.010000
rotation=348
}
}
colored_emblem={
color1=yellow
color2=black
color3=blue
texture="ce_leopard_passant_guardant.dds"
instance={
position={ 0.750000 0.900000 }
scale={ 0.500000 0.500000 }
depth=2.010000
}
}
colored_emblem={
color1=red
color2=blue
texture="ce_quarterly.dds"
instance={
depth=11.010000
}
}
colored_emblem={
color1=yellow
color2=yellow
color3=yellow
texture="ce_moors_head_02.dds"
instance={
position={ 0.145000 0.660000 }
scale={ 0.200000 0.200000 }
depth=1.010000
}
}
colored_emblem={
color1=red
color2=blue
texture="ce_lion_rampant.dds"
instance={
position={ 0.750000 0.250000 }
scale={ 0.300000 0.300000 }
depth=5.010000
}
}
colored_emblem={
color1=yellow
color2=blue
color3=black
texture="ce_leopard_passant_guardant.dds"
instance={
position={ 0.750000 0.750000 }
scale={ 0.500000 0.500000 }
depth=3.010000
}
instance={
position={ 0.750000 0.600000 }
scale={ 0.500000 0.500000 }
depth=4.010000
}
instance={
position={ 0.250000 0.400000 }
scale={ 0.500000 0.500000 }
depth=8.010000
}
instance={
position={ 0.250000 0.100000 }
scale={ 0.500000 0.500000 }
depth=9.010000
}
instance={
position={ 0.250000 0.250000 }
scale={ 0.500000 0.500000 }
depth=10.010000
}
}
colored_emblem={
color1=yellow
texture="ce_block_02.dds"
instance={
position={ 1.000000 0.000000 }
depth=6.010000
}
}
colored_emblem={
color1=red
texture="ce_double_tressure.dds"
instance={
position={ 0.750000 0.250000 }
scale={ 0.600000 0.500000 }
}
}
}

View file

@ -0,0 +1,271 @@
japan_administrative_government = { # Ritsuryo
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_realms = no
legitimacy = yes
landless_playable = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes
inherit_from_dynastic_government = no
sticky_government = yes
house_aspirations = yes
noble_families = yes
deny_powerful_vassal = yes
disable_regnal_numbers = yes
allow_accolades = yes
}
royal_court = any
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
mechanic_type = administrative
domicile_type = japanese_manor
main_administrative_tier = county
min_appointment_tier = county
minimum_provincial_maa_tier = duchy
primary_holding = castle_holding
primary_heritages = { heritage_japonic }
valid_holdings = { city_holding temple_citadel_holding tribal_holding }
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = japan_administrative_vassal
character_modifier = {
# LEVIES & TAXES
japan_feudal_government_tax_contribution_mult = -0.5
japan_feudal_government_levy_contribution_mult = -0.5
garrison_size = -0.5
# MEN-AT-ARMS
men_at_arms_cap = -2
men_at_arms_limit = -2
# KNIGHTS
knight_limit = -5
# VASSALS
vassal_limit = 50 # Kampaku
# DOMAIN
domain_limit_max = 1 # Raised further by manor
domain_tax_mult = 0.3
}
can_get_government = {
has_tgp_dlc_trigger = yes
top_liege = { # Only creatable in a Ritsuryo, Soryo, or restored Ritsuryo realm
OR = {
government_is_japanese_trigger = yes
has_character_flag = tgp_japan_restore_japanese_government_flag
}
}
}
# The Regent always remains in the same place.
can_move_realm_capital = {
NOT = { primary_title ?= title:e_japan }
}
compatible_government_type_succession = { japan_feudal_government }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
government_is_japan_administrative
# These flags only exist for loc and in-game descriptions
government_has_influence
government_has_title_men_at_arms
government_has_powerful_families
government_has_county_tier_noble_families
has_special_house_aspirations
government_is_settled
government_uses_domicile_but_not_adventurer
has_unique_government_perks
government_uses_admin_province_obligations
government_uses_japanese_family_aspirations
government_has_house_blocs
government_uses_japanese_bureaucracy
}
possible_grant_vassal_governments = { theocracy_government ecclesiastical_government }
ai = {
use_legends = yes
}
color = { 250 90 150 }
realm_mask_offset = { 0.02 0.072 }
realm_mask_scale = { 0.88 0.88 }
}
british_administrative_government = { # Ritsuryo
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_realms = no
legitimacy = yes
landless_playable = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes
inherit_from_dynastic_government = no
sticky_government = yes
house_aspirations = yes
noble_families = yes
deny_powerful_vassal = yes
disable_regnal_numbers = yes
allow_accolades = yes
}
royal_court = any
blocked_subject_courts = { meritocratic_government celestial_government japan_administrative_government administrative_government steppe_admin_government }
mechanic_type = administrative
domicile_type = japanese_manor
main_administrative_tier = county
min_appointment_tier = county
minimum_provincial_maa_tier = duchy
primary_holding = castle_holding
primary_heritages = { heritage_brythonic heritage_anglo-saxon heritage_scottish }
valid_holdings = { city_holding temple_citadel_holding tribal_holding }
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = japan_administrative_vassal
character_modifier = {
# LEVIES & TAXES
japan_feudal_government_tax_contribution_mult = -0.5
japan_feudal_government_levy_contribution_mult = -0.5
garrison_size = -0.5
# MEN-AT-ARMS
men_at_arms_cap = -2
men_at_arms_limit = -2
# KNIGHTS
knight_limit = -5
# VASSALS
vassal_limit = 50 # Kampaku
# DOMAIN
domain_limit_max = 1 # Raised further by manor
domain_tax_mult = 0.3
}
can_get_government = {
has_tgp_dlc_trigger = yes
top_liege = { # Only creatable in a Ritsuryo, Soryo, or restored Ritsuryo realm
OR = {
government_is_japanese_trigger = yes
has_character_flag = tgp_japan_restore_japanese_government_flag
}
}
}
# The Regent always remains in the same place.
can_move_realm_capital = {
NOT = { primary_title ?= title:e_britannia }
}
compatible_government_type_succession = { japan_feudal_government }
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
government_is_japan_administrative
# These flags only exist for loc and in-game descriptions
government_has_influence
government_has_title_men_at_arms
government_has_powerful_families
government_has_county_tier_noble_families
has_special_house_aspirations
government_is_settled
government_uses_domicile_but_not_adventurer
has_unique_government_perks
government_uses_admin_province_obligations
government_uses_japanese_family_aspirations
government_has_house_blocs
government_uses_japanese_bureaucracy
}
possible_grant_vassal_governments = { theocracy_government ecclesiastical_government }
ai = {
use_legends = yes
}
color = { 250 90 150 }
realm_mask_offset = { 0.02 0.072 }
realm_mask_scale = { 0.88 0.88 }
}
japan_feudal_government = { # Soryo
government_rules = {
create_cadet_branches = yes
rulers_should_have_dynasty = yes
dynasty_named_non_independent_landed_rulers = yes
landless_playable = yes
legitimacy = yes
house_aspirations = yes
use_as_base_on_landed = yes
use_as_base_on_rank_up = yes
noble_families = yes
disable_regnal_numbers = yes
allow_accolades = yes
}
royal_court = any
character_modifier = {
# LEVIES & TAXES
japan_administrative_government_tax_contribution_mult = -0.5
japan_administrative_government_levy_contribution_mult = -0.5
garrison_size = -0.5
# VASSALS
vassal_limit = 50 # Shogun
# KNIGHTS
knight_effectiveness_mult = 0.1
knight_limit = 2
# DOMAIN
domain_limit_max = 2 # Raised further by manor
# SAMURAI
archer_cavalry_recruitment_cost_mult = -0.25
heavy_infantry_recruitment_cost_mult = -0.25
}
domicile_type = japanese_manor
primary_holding = castle_holding
primary_heritages = { heritage_japonic }
valid_holdings = { temple_citadel_holding tribal_holding }
required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract_group = japan_feudal_vassal
can_get_government = {
tgp_can_become_japanese_feudal_trigger = yes
}
# The Regent always remains in the same place.
can_move_realm_capital = {
NOT = { primary_title ?= title:e_japan }
}
compatible_government_type_succession = { japan_administrative_government }
ai = {
use_legends = yes
}
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
may_elevate_co_monarch
government_is_japan_feudal
government_has_county_tier_noble_families
has_special_house_aspirations
government_is_settled
government_uses_domicile_but_not_adventurer
has_unique_government_perks
government_uses_japanese_family_aspirations
government_has_house_blocs
government_uses_japanese_bureaucracy
}
possible_grant_vassal_governments = { theocracy_government ecclesiastical_government }
color = { 68 100 250 }
realm_mask_offset = { 0.0 0.075 }
realm_mask_scale = { 0.95 0.95 }
}

View file

@ -7007,3 +7007,68 @@ k_doggerlaw = {
name_list_NEOW_cypriot = cn_atlantikonomos
}
}
# Japanese Emperor
k_royal_household = {
color = { 96 3 42 }
capital = c_berkshire
can_be_named_after_dynasty = no
landless = yes
figurehead = yes
allow_domicile = no
always_follows_primary_heir = yes
definite_form = yes
can_create = { always = no }
dlc_feature = all_under_heaven
ai_primary_priority = {
if = {
limit = {
culture = { has_cultural_pillar = heritage_brythonic heritage_anglo-saxon heritage_scottish }
}
add = @correct_culture_primary_score
}
}
# Ceremonial Liege/Regent in personal relation summary
# (reminder: the ceremonial liege if mechanically a vassal of the ceremonial regent)
#
# Scopes
# ------
# root: Inspected character (who holds this title).
# target: Character we are evaluating relationships to (usually local player).
# title: This title (held by inspected character).
# liege: Inspected characters liege.
# vassal: Vassal who matches the trigger below, if any.
#
# Alternate descriptions are provided to trim the extra "Your" before this entry in the summary.
#
personal_relation_entry = {
first_valid = {
triggered_desc = {
trigger = {
exists = scope:target
scope:liege ?= scope:target
}
desc = japan_personal_relation_ceremonial_liege_same
}
triggered_desc = {
trigger = { exists = scope:liege }
desc = japan_personal_relation_ceremonial_liege_other
}
}
}
# Male posthumous Ten'no names
posthumous_regnal_male_names = {
}
# Female posthumous Ten'no names
posthumous_regnal_female_names = {
}
}

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@ -0,0 +1,384 @@
# Default Feudal Elective
feudal_elective_succession_law = {
law_group_type = title_succession_laws
index = 0
can_have = {
government_has_flag = government_is_feudal
highest_held_title_tier >= tier_duchy
NOR = { #Cultures have their special flavor.
culture = { has_cultural_parameter = witenagemot_succession_enabled }
culture = { has_cultural_parameter = scandinavian_elective_enabled }
culture = { has_cultural_parameter = tribal_elective_enabled } #FP3 addition
}
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = feudal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# HRE Succession
princely_elective_succession_law = {
law_group_type = title_succession_laws
index = 1
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
highest_held_title_tier >= tier_empire
}
can_pass = {
can_change_title_law_trigger = yes
}
can_title_have = {
this = title:e_hre
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = princely_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
modifier = {
vassal_limit = 20
minority_opinion = -15
}
revoke_cost = {
prestige = change_hre_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Witenagemot
saxon_elective_succession_law = {
law_group_type = title_succession_laws
index = 2
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = witenagemot_succession_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = saxon_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Thing
scandinavian_elective_succession_law = {
law_group_type = title_succession_laws
index = 3
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = scandinavian_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = scandinavian_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Tanistry
gaelic_elective_succession_law = {
law_group_type = title_succession_laws
index = 4
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_duchy
}
can_pass = {
can_change_title_law_trigger = yes
custom_description = {
OR = {
culture = { has_cultural_pillar = heritage_brythonic }
culture = { has_cultural_pillar = heritage_goidelic }
}
text = succession_laws_must_have_valid_tanistry_culture
}
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = gaelic_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Jirga elective
tribal_elective_succession_law = { #FOR FP3
law_group_type = title_succession_laws
index = 5
can_have = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_tribal
}
highest_held_title_tier >= tier_kingdom
}
can_pass = {
can_change_title_law_trigger = yes
culture = { has_cultural_parameter = tribal_elective_enabled }
}
can_title_have = {
can_title_have_law_general_trigger = yes
}
succession = {
order_of_succession = election
election_type = tribal_elective
}
flag = elective_succession_law
title_allegiance_opinion = 5
revoke_cost = {
prestige = change_title_succession_law_prestige_cost
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Player Heir
temporal_head_of_faith_succession_law = {
law_group_type = title_succession_laws
index = 6
can_title_have = {
is_temporal_head_of_faith_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
custom_description = {
text = succession_laws_must_not_be_temporal
is_temporal_head_of_faith_trigger = no
}
}
succession = {
order_of_succession = player_heir
}
}
# Noble Family Succession
noble_family_succession_law = {
law_group_type = title_succession_laws
index = 7
can_title_have = {
is_noble_family_title = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
always = no
}
succession = {
order_of_succession = noble_family
title_division = single_heir
}
flag = can_designate_heirs
}
# Law of the Land Title Succession
# Applied in on_title_gain when a county title's capital province has required heir government types defined and the new holder does not meet the requirement.
law_of_the_land_succession_law = {
law_group_type = title_succession_laws
index = 8
can_title_have = {
tier = tier_county
title_province = {
holding_type = {
has_required_heir_governments = yes
NOT = {
any_required_heir_government_type = {
this = root.holder.government_type
}
}
}
}
}
# Never show this in the UI, just apply it through script
should_show_for_title = { always = no }
can_remove_from_title = { always = no }
succession = {
order_of_succession = generate_from_template
}
}
#Confederation elective
confederation_elective_succession_law = {
law_group_type = title_succession_laws
index = 9
can_title_have = {
tier >= tier_kingdom
}
should_show_for_title = {
has_variable = confederation_culture
}
succession = {
order_of_succession = election
election_type = confederation_elective
}
flag = elective_succession_law
title_allegiance_opinion = 10
revoke_cost = {
prestige = {
value = change_title_succession_law_prestige_cost
multiply = 8
if = {
limit = {
NOR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
}
multiply = 0.1
}
}
}
pass_cost = {
prestige = change_title_succession_law_prestige_cost
}
}
# Celestial Ministry Succession
celestial_ministry_appointment_succession_law = {
law_group_type = title_succession_laws
index = 10
can_have = {
government_has_flag = government_is_celestial
}
can_pass = {
}
can_title_have = {
tgp_is_civilian_minister_title = yes
}
can_realm_have = {
always = no
}
can_remove_from_title = {
custom_tooltip = {
text = celestial_ministry_appointment_cannot_remove_desc
always = no
}
}
succession = {
order_of_succession = appointment
appointment_type = celestial_minister
}
modifier = {
celestial_government_opinion = 5
}
flag = appointment_type_succession
flag = appointment_with_level_requirement
}
# Celestial Grand Marshal Succession
celestial_grand_marshal_appointment_succession_law = {
law_group_type = title_succession_laws
index = 11
can_have = {
government_has_flag = government_is_celestial
}
can_pass = {
}
can_title_have = {
this = title:e_minister_grand_marshal
}
can_realm_have = {
always = no
}
can_remove_from_title = {
custom_tooltip = {
text = celestial_ministry_appointment_cannot_remove_desc
always = no
}
}
succession = {
order_of_succession = appointment
appointment_type = celestial_military_governor
}
modifier = {
celestial_government_opinion = 5
}
flag = appointment_type_succession
flag = appointment_with_level_requirement
}

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@ -0,0 +1,391 @@
#####################
# IMPERIAL POLICIES #
#####################
@imperial_policy_laws_cooldown_value = 10
@imperial_policy_cost_value = 500
defense_mobilization_law = {
law_group_type = imperial_policy_laws
index = 0
flag = defense_mobilization_law
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = defense_mobilization_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
tgp_japan_defense_mobilization_valid_trigger = yes
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
modifier = {
same_heritage_county_advantage_add = 5
men_at_arms_maintenance = -0.15
fort_level = 1
hostile_raid_time = 0.15
}
flag = governors_may_recruit_japanese_horse_archers
flag = cheaper_japanese_domicile_military_buildings
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 250
}
}
disarmament_law = {
law_group_type = imperial_policy_laws
index = 1
flag = disarmament_law
flag = vassal_internal_wars_cost_doubled
flag = japan_administrative_can_build_castles
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = disarmament_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
modifier = {
men_at_arms_recruitment_cost = 0.25
japan_feudal_government_vassal_opinion = -15
development_growth_factor = 0.15
}
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 200
if = {
limit = {
ai_has_warlike_personality = yes
}
value = -50
}
if = {
limit = { government_has_flag = government_is_japan_feudal }
add = -1000
}
}
}
isolation_law = {
law_group_type = imperial_policy_laws
index = 2
flag = isolation_law
flag = better_physician_treatments
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = isolation_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
modifier = {
development_growth_factor = -0.15
epidemic_resistance = 15
diplomatic_range_mult = -0.15
}
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 0
if = {
limit = {
top_liege = this
any_realm_county = {
any_county_province_epidemic = {
count >= 1
outbreak_intensity >= apocalyptic
}
}
}
add = 200
}
}
}
imperial_expansion_law = {
law_group_type = imperial_policy_laws
index = 3
flag = imperial_expansion_law
flag = cheaper_japanese_domicile_military_buildings
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = imperial_expansion_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
# Filtered with 'trigger_if' to make nicer tooltips
trigger_if = {
limit = {
NOR = {
has_realm_law = japanese_bureaucracy_2
has_realm_law = japanese_bureaucracy_3
}
}
has_realm_law = japanese_bureaucracy_2
}
trigger_if = {
limit = {
NOR = {
has_realm_law = japanese_bureaucracy_2
has_realm_law = japanese_bureaucracy_3
}
}
has_realm_law = japanese_bureaucracy_3
}
is_at_war = no
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
modifier = {
mercenary_hire_cost_mult = -0.15
men_at_arms_recruitment_cost = -0.15
japan_administrative_government_vassal_opinion = -35
travel_danger = 20
}
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 80
if = {
limit = {
ai_has_warlike_personality = yes
}
add = 50
}
if = {
limit = { government_has_flag = government_is_japan_administrative }
add = -1000
}
}
}
manor_reform_law = {
law_group_type = imperial_policy_laws
index = 4
flag = manor_reform_law
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = manor_reform_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
should_start_with = {
realm_law_use_imperial_policy_trigger = yes
}
modifier = {
domicile_build_gold_cost = 0.25
domicile_monthly_influence_mult = -0.25
domicile_build_speed = 0.25
build_gold_cost = -0.15
build_speed = -0.15
japan_administrative_government_vassal_opinion = -15
}
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 100
if = {
limit = {
ai_has_builder_or_pious_builder_personality = yes
}
add = 25
}
if = {
limit = { government_has_flag = government_is_japan_administrative }
add = -100
}
}
}
bandit_crackdown_law = {
law_group_type = imperial_policy_laws
index = 5
flag = bandit_crackdown_law
can_keep = {
realm_law_use_imperial_policy_trigger = yes
trigger_if = {
limit = { this != top_liege }
liege = { has_realm_law = bandit_crackdown_law }
}
}
can_pass = {
trigger_if = {
limit = {
top_liege = this
}
custom_tooltip = {
text = imperial_policy_laws_cooldown_desc
NOT = { has_variable = imperial_policy_laws_cooldown }
}
}
}
on_pass = {
## Set cooldown
set_variable = {
name = imperial_policy_laws_cooldown
years = @imperial_policy_laws_cooldown_value
}
tgp_imperial_policy_event_effect = yes
}
modifier = {
city_holding_build_gold_cost = -0.1
barons_and_minor_landholders_opinion = 15
monthly_county_control_growth_factor = 0.05
monthly_county_control_growth_add = 0.2
development_growth_factor = -0.15
travel_danger = -10
}
pass_cost = {
prestige = @imperial_policy_cost_value
}
ai_will_do = {
value = 0
if = {
limit = { capital_county.county_control <= low_county_control }
add = 150
}
}
}

View file

@ -0,0 +1,48 @@
budget_allocation_cardinal_50 = {
law_group_type = budget_allocation_cardinal_law
index = 0
shown_in_encyclopedia = no
can_keep = {
government_has_flag = government_uses_cardinal_budget
exists = top_superior
top_superior ?= this
}
modifier = {
treasury_cardinal_budget_allocation = 0.50
}
ai_will_do = {
value = 0
}
}
no_benefices = {
law_group_type = church_benefices_law
index = 0
# TODO remove this TIT-75491
can_keep = {
exists = clerical_elector_title
}
}
cardinal_standard_benefices = {
law_group_type = church_benefices_law
index = 1
can_keep = {
exists = clerical_elector_title
}
modifier = {
monthly_treasury_from_cardinal_budget_base = 1.0
}
should_start_with = {
always = yes
}
}

404
common/laws/_laws.info Normal file
View file

@ -0,0 +1,404 @@
law_name = {
### brief: law_group_type (key)
# what law group does this law belongs to. Mandatory.
#
law_group_type = some_group
### brief: index (integer)
# in what order should this law appear in the group.
# All indexes must be unique, if two are equal order of definition wins. default is 0. Can be negative
#
index = 0
### brief: can_keep ( trigger )
# Requirements for keeping the law. If this invalidates, the law will
# be replaced with the default law (see own section) within a month.
# Also checked after changing faith since doctrinal changes are likely
# to invalidate laws. Always true if not specified.
# Root scope = ruler with the law
#
can_keep = { }
### brief: can_have ( trigger )
# Requirements for adopting the law in the ruler's scope. If this is true,
# the character is allowed to adopt the law and the law will show as
# available (but it can be currently disabled if can_pass is false).
# Always true if not specified.
# Root scope = ruler for whom we are checking the law
#
can_have = { }
### brief: can_pass ( trigger )
# Requirements for adopting the law in the ruler's scope. For more
# temporary conditions, e.g. being at war ("I can have the law, but
# can't pass it right now"). Always true if not specified.
# Root scope = ruler for whom we are checking the law
#
can_pass = { }
### brief: potential ( trigger )
# If false, the law is not listed in the succession law change window.
# Always true if not specified.
# Root scope = ruler for whom we are checking the law
#
potential = { }
### brief: requires_approve ( trigger )
# Whether passing this law is shown as requiring vassal approval in the succession law change window.
# Always true if not specified.
# Root scope = ruler for whom we are checking the law
#
requires_approve = { }
### brief: should_start_with ( trigger )
# If these conditions are true, this is a valid law for a ruler to start
# with. Note that it always includes the can_keep check.
# Root scope = ruler for whom we are checking the law
#
should_start_with = { }
### brief: can_title_have ( trigger )
# Requirements for titles being able to have this law. Always false if
# not specified.
# Root scope = title for which we are checking the law
#
can_title_have = { }
### brief: can_realm_have ( trigger )
# Requirements for characters being able to apply this law at realm level.
# Always false if not specified.
# By default, the following succession orders imply they can be applied to the whole realm:
# * inheritance
# * theocratic
# * company
# * generate
# * appointment
# Root scope = character for which we are checking the law
#
can_realm_have = { }
### brief: should_show_for_title ( trigger )
# Should this law be shown in the UI for titles?
# Root scope = title
#
should_show_for_title = { }
### brief: can_remove_from_title ( trigger )
# Requirements for clearing this law from a title. Always true if not specified.
# Root scope = title
#
can_remove_from_title = { }
### brief: pass_cost ( scripted cost )
# The cost of enacting this law
# Root scope = ruler wanting to pass the law
#
pass_cost = { gold/piety/prestige = ... }
### brief: revoke_cost ( scripted cost )
# The cost of revoking or clearing this law
# Root scope = ruler wanting to revoke the law
#
revoke_cost = { gold/piety/prestige = ... }
### brief: modifier ( character modifier )
# Modifier applied to the ruler when this law is active
#
modifier = { }
### brief: flag ( flag )
# See below for flags treated specially. Can be checked in script
# with has_realm_law_flag = some_arbitrary_flag.
# See below for flags treated specially in code.
#
flag = some_arbitrary_flag
### brief: triggered_flag ( flag )
# Checks and adds flag only if the trigger's condition is met.
# Both trigger and flag *must* be specified within this block.
#
triggered_flag = {
# Some trigger, root is the ruler character scope
#
trigger = { ... }
# See below for flags treated specially in code. Can be checked in
# script with has_realm_law_flag = some_arbitrary_flag
#
flag = some_arbitrary_flag
}
### brief: shown_in_encyclopedia ( bool, optional )
# If this law should show up in the Encyclopedia
# default = yes
#
shown_in_encyclopedia = yes
### brief: title_allegiance_opinion ( int, optional )
# Opinion that vassals with title allegiance to a title with this law have of their liege.
# default = 0
#
title_allegiance_opinion = 0
### brief: widget_name ( string, optional )
# Name of a GUI widget that is shown for this law in the law GUI (CGuiLaw.IsWidgetVisible).
#
widget_name = some_widget
### brief: pass_phrase ( loc key, optional )
# Loc key for the pass law title. $LAW$ is available.
# default = PASS_LAW_TITLE_DEFAULT
#
pass_phrase = some_loc_key
### brief: confirmation_title ( loc key, optional )
# Loc key for the title of the add law confirmation. $LAW$ is available.
# default = ADD_LAW_CONFIRMATION_TITLE_DEFAULT
#
confirmation_title = some_loc_key
### brief: confirmation_button_text ( loc key, optional )
# Loc key for the accept button of the add law confirmation. $LAW$ is available.
# default = ADD_LAW_CONFIRMATION_ACCEPT_DEFAULT
#
confirmation_button_text = some_loc_key
### brief: on_pass ( effect )
# Effect run just before law change.
# Effect run on the ruler when the law is added. Does *NOT* get run
# when default laws are initialized, nor when inheriting a law from
# someone else.
# Root = ruler in question
# If this is done on a title, the title is accessible as scope:title
#
on_pass = { }
### brief: on_after_pass ( effect )
# Effect run just after law change.
# Effect run on the ruler when the law is added. Does *NOT* get run
# when default laws are initialized, nor when inheriting a law from
# someone else.
# Root = ruler in question
# If this is done on a title, the title is accessible as scope:title
#
on_after_pass = { }
### brief: on_revoke ( effect )
# Effect run on ruler when the law is removed. Does *NOT* get run when
# law is removed due to inheriting a law from someone else.
# Root = ruler in question
# If this is done on a title, the title is accessible as scope:title
#
on_revoke = { }
### brief: succession ( struct, optional )
# Succession rules. Any new law with a rule set will override the
# previous law's rule set.
# Overriding is in law definition order
#
succession = {
### brief: order_of_succession ( enum )
# Which order of succession ( provided by code ) does this law use?
#
# Options:
# inheritance
# election
# appointment ( requires traversal, division and rank be undefined )
# theocratic
# company
# generate
# generate_from_template
# player_heir
# noble_family
#
order_of_succession = inheritance
### brief: title_division ( enum )
# Used to determine how titles are split during succession
# Requires order_of_succession = inheritance or noble_family
#
# Options:
# partition ( only available when traversal_order = children )
# single_heir ( only valid for inheritance and noble_family order_of_succession )
#
title_division = partition
### brief: traversal_order ( enum )
# Determines which set of characters is considered when building
# the line of succession.
#
# Options:
# children( may only be defined if title_division = partition )
# dynasty
# dynasty_house
#
traversal_order = children/dynasty_house/dynasty
### brief: rank ( enum )
# Determines how characters in the line of succession are sorted
#
# Options:
# oldest
# youngest
#
rank = oldest
### brief: pool_character_config ( database key, situational )
# Entry in common/pool_character_selectors, used when choosing a
# character from the pool or generating a new character.
# Only available for theocratic, company, and generate.
#
pool_character_config = key
### brief: election_type ( database key, situational )
# Entry in common/succession_election, used to determine which type
# of election should be used for succession.
# Only available for election.
#
election_type = key
### brief: appointment_type ( database key, situational )
# Entry in common/succession_appointment, used to determine which type
# of appointment should be used for succession.
# Only available for appointment.
#
appointment_type = key
### Generic Rules
### brief: gender_law ( enum, optional )
# Used to determine which gender(s) are valid for succession.
#
# Options:
# male_only
# male_preference
# equal
# female_preference
# female_only
#
gender_law = equal
### brief: faith ( enum, optional )
# Used to determine which faith(s) are valid for succession.
# If no character fulfilling this requirement is found, the restriction
# is ignored (but titles with the flag destroy_if_invalid_heir = yes
# will be destroyed).
#
# Options:
# same_rite
# same_faith
# same_religion
# same_family
#
faith = same_faith
### brief: create_primary_tier_titles ( bool, optional )
# If set and under partition, titles you can create of your primary tier
# ( up to your number of secondary heirs ) will be created for free,
# resulting in a more split-up realm
# default = no
#
create_primary_tier_titles = no
### brief: primary_heir_minimum_share ( fixed point, optional )
# If defined, the primary heir will get at least this portion of
# titles, which means if there's a lot of heirs the primary still
# gets a guaranteed amount of land
#
primary_heir_minimum_share = 0.5
### brief: exclude_rulers ( bool, optional )
# If set, the title can not be inherited by rulers (anyone with titles)
# default = no
#
exclude_rulers = no
### brief: limit_to_courtiers ( bool, optional )
# If set, only immediate courtiers and away courtiers of a ruler
# will be allowed to inherit
# default = no
#
limit_to_courtiers = no
### brief : resign_outside_realm ( bool, optional )
# When set to 'yes', existing rulers who become heirs on succession to equal or higher tier title
# and previously were not vassals of former title holder, will pass their former titles to their own heirs
# Main use case - prevent Papal states from growing when existing clergy rulers are elected new popes
# default = no
#
resign_outside_realm = no
### brief : required_heir_government_types ( government type key, optional, repeatable )
# Each entry adds one government type. If any are set, only characters with one of these governments are valid heirs.
# With order_of_succession = generate_from_template, the first government type is used for the generated holder.
#
required_heir_government_types = government_key
}
### brief: ai_will_do ( value )
# Script value in the ruler scope. If above 0, the AI will enact this
# law if able. Law enactment is checked in the RARE_TASK_TICK. If multiple
# laws are possible, the AI will enact the one with the highest score.
# Root scope = ruler in question
#
ai_will_do = { ... }
}
# Multiple laws can be defined in a single file.
another_law_name = {}
### NOTES ###
### Inheritance ###
Any heir that goes up one or more tier due to inheritance gets the laws of the dead ruler.
Note that currently the law conditions are not checked in any way for law inheritance.
### Default law ###
All rulers have a single law from each group.
If a group has a default set, that law will be checked first.
Otherwise, or if it is invalid, the laws are checked in definition order.
The first checked law where "should_start_with" returns true (or does not exist) gets used. Note that "can_pass" is ignored entirely when determining a default law.
When a default law is set, "on_pass" is *not* executed
### Title Succession Laws ###
Laws are usually defined for realm. However some succession laws are valid for titles.
This is primary based on order_of_succession:
Title only:
player_heir
election
noble_family
generate_from_template
Realm only:
inheritance ( title_division = partition )
theocratic
company
generate
Realm & Title:
inheritance ( title_division = single_heir )
appointment
### Associated Localization ###
The key of the law will be used as its name. E.G., law_name: "Law Name"
The key plus "_effects" can optionally be defined to provide custom effects. E.G., law_name_effects: "Does some law thingy"
The key plus "_effects_not_in_prev" can optionally be defined to provide custom effects that should *not* be included when listing effects inherited from earlier laws. E.G., law_name_effects_not_in_prev: "Does some law thingy"
CHARACTER.GetActiveLawInGroupWithFlag('realm_law') - Will get the character's active law in a group. The group must have the given flag. Note that it does not work for dead characters
### Hardcoded Flags ###
Some flags have special meaning, and are used by the game code.
Law Groups:
flag = realm_law - Will show up in My Realm window
Laws:
flag = titles_cannot_leave_realm_on_succession - Disables titles leaving realm when received on succession by someone outside the realm - the respective heirs will be disqualified from succession
flag = men_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
flag = men_can_have_consorts - Allows consorts (if also allowed by faith)
flag = women_can_have_multiple_spouses - Allows multiple spouses (if also allowed by faith)
flag = women_can_have_consorts - Allows consorts (if also allowed by faith)

View file

@ -2,7 +2,7 @@ e_britannia = {
2212.1.1={
holder = britannia_arthur_crowtemple # Arthwr Crowtemple
government = administrative_government
government = british_administrative_government
change_development_level = 3
}
2236.8.4={
@ -22,7 +22,7 @@ e_britannia = {
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
government = british_administrative_government
effect = {
add_title_law = province_war_law_1
if = {
@ -48,6 +48,32 @@ e_britannia = {
}
}
k_royal_household = { # Ceremonial Emperor/Ten'nō
500.1.1 = {
liege = e_britannia
government = british_administrative_government
effect = {
set_variable = {
name = ceremonial_title
value = title:e_britannia
}
add_title_law = single_heir_succession_law # Regency inherited separately
}
}
2555.1.1 = {
holder = britannia_windsor_george
effect = {
if = { # Chinese influence on bureaucracy and literature
limit = {
exists = holder
has_dlc_feature = royal_court
}
}
}
}
}
e_europa = {
2525.1.1 = {
holder = benelux_oranje_nassau_weilburg_leopold #Leopold BONW

View file

@ -9,7 +9,7 @@ k_england = {
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
government = british_administrative_government
}
}
@ -22,14 +22,14 @@ d_bedford = {
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
government = british_administrative_government
}
}
d_buckingham = {
2539.1.1 = {
holder = britannia_windsor_george #George Windsor
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -38,7 +38,7 @@ d_buckingham = {
d_leicester = {
2510.1.1 = {
holder = britannia_solomonid_arthur
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -50,7 +50,7 @@ d_black_country = {
}
2554.10.22 = {
holder = britannia_adam_duleep
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -65,7 +65,7 @@ d_london = {
}
2530.1.1 = {
holder = britannia_cyflymarhyan_frydyryk #Frydyryk Cyflymarhyan
government = administrative_government
government = british_administrative_government
}
}
@ -78,7 +78,7 @@ c_london = {
d_solent = {
2543.1.1 = {
holder = britannia_said_palamedes #Palamedes Al-Said
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -92,7 +92,7 @@ c_isle_of_wight = {
d_somerset = {
2550.1.1 = {
holder = britannia_wellesley_oliver #Oliver Wellesley
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -109,7 +109,7 @@ c_cornwall = {
}
2554.1.1 = {
holder = britannia_paleologus_theodore
government = administrative_government
government = british_administrative_government
liege = d_cornwall
}
}
@ -123,7 +123,7 @@ c_devon = {
d_nottingham = {
2552.1.1 = {
holder = britannia_elgarh_robyrt
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -131,7 +131,7 @@ d_nottingham = {
d_canterbury = {
2545.1.1 = {
holder = britannia_giray_basenzhabu #Mohamydd Giray
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -139,7 +139,7 @@ d_canterbury = {
d_cornwall = {
2553.1.1 = {
holder = britannia_flamank_tristan #Tristan Flamank
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -161,7 +161,7 @@ d_channel_islands = {
2551.8.5 = {
liege = e_britannia
holder = britannia_fitsosbern_horatio #Horatio de Normandy
government = administrative_government
government = british_administrative_government
}
}
@ -176,7 +176,7 @@ c_cambridgeshire = {
d_gibraltar = {
2550.1.1 = {
holder = hispania0024
government = administrative_government
government = british_administrative_government
liege = e_britannia
change_development_level = 10
}
@ -186,7 +186,7 @@ d_gibraltar = {
c_gibraltar = {
2550.1.1 = {
holder = hispania0024
government = administrative_government
government = british_administrative_government
}
}

View file

@ -10,14 +10,14 @@
d_lancaster = {
2499.1.1 = {
holder = britannia_starr_cory #Cory Starr
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
d_cumbria= {
2545.1.1 = {
holder = britannia_cartney_hamish
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -65,7 +65,7 @@ c_northumberland = {
#c_cumberland = {
# 2520.1.1 = {
# holder = britannia_cartney_hamish
# government = administrative_government
# government = british_administrative_government
# liege = e_britannia
# }
#}
@ -73,7 +73,7 @@ c_northumberland = {
#c_westmorland = {
# 2520.1.1 = {
# holder = britannia_harriswn_hwyll
# government = administrative_government
# government = british_administrative_government
# liege = e_britannia
# }
#}
@ -131,7 +131,7 @@ c_nottinghamshire = {
c_derby = {
2553.1.1 = {
# holder = britannia_starr_thwmys
# government = administrative_government
# government = british_administrative_government
# liege = e_britannia
change_development_level = 11
}

View file

@ -4,7 +4,7 @@ k_scotland = {
}
# 2540.1.1 = {
# holder = britannia_wall_williaim # Williaim Wall
# government = administrative_government
# government = british_administrative_government
# liege = e_britannia
# }
}
@ -12,7 +12,7 @@ k_scotland = {
d_strathclyde = {
2540.1.1 = {
holder = britannia_wall_williaim # Williaim Wall
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -72,7 +72,7 @@ c_buchan = {
d_galloway = {
2540.1.1 = {
holder = britannia_hendderswn_ddaiwyis # Ddaiwyis Hendderswn
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}

View file

@ -2,7 +2,7 @@
d_gwent = {
2539.1.1 = {
holder = britannia_rholls_rhoycy_bynjamyn #Bynjamyn Rolls-Rhoycy
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -10,7 +10,7 @@ d_gwent = {
d_hereford = {
2554.1.1 = {
holder = britannia_tudorh_hynrhy #Hynrhy Tudorh
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -24,7 +24,7 @@ k_wales = {
d_gwynedd = {
2540.1.1 = {
holder = france_spatstone_mary
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}
@ -39,7 +39,7 @@ d_powys = {
d_deheubarth = {
2554.1.1 = {
holder = britannia_juny_bryan
government = administrative_government
government = british_administrative_government
liege = e_britannia
}
}