unfucking the mod
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359
common/laws/01_title_succession_laws.txt
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359
common/laws/01_title_succession_laws.txt
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title_succession_laws = {
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# Default Feudal Elective
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feudal_elective_succession_law = {
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can_have = {
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government_has_flag = government_is_feudal
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highest_held_title_tier >= tier_county
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NOR = { #Cultures have their special flavor.
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culture = { has_cultural_parameter = witenagemot_succession_enabled }
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culture = { has_cultural_parameter = scandinavian_elective_enabled }
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culture = { has_cultural_parameter = tribal_elective_enabled } #FP3 addition
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}
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}
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can_pass = {
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can_change_title_law_trigger = yes
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = feudal_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 10
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# HRE Succession
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princely_elective_succession_law = {
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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}
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highest_held_title_tier = tier_empire
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}
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can_pass = {
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can_change_title_law_trigger = yes
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}
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can_title_have = {
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this = title:e_hre
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = princely_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 10
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modifier = {
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vassal_limit = 20
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minority_opinion = -15
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}
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revoke_cost = {
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prestige = change_hre_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Witenagemot
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saxon_elective_succession_law = {
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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highest_held_title_tier >= tier_kingdom
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}
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can_pass = {
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can_change_title_law_trigger = yes
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culture = { has_cultural_parameter = witenagemot_succession_enabled }
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = saxon_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Thing
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scandinavian_elective_succession_law = {
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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highest_held_title_tier >= tier_duchy
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}
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can_pass = {
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can_change_title_law_trigger = yes
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culture = { has_cultural_parameter = scandinavian_elective_enabled }
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = scandinavian_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Tanistry
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gaelic_elective_succession_law = {
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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highest_held_title_tier >= tier_duchy
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}
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can_pass = {
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can_change_title_law_trigger = yes
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custom_description = {
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OR = {
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culture = { has_cultural_pillar = heritage_brythonic }
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culture = { has_cultural_pillar = heritage_goidelic }
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}
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text = succession_laws_must_have_valid_tanistry_culture
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}
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = gaelic_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Jirga elective
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tribal_elective_succession_law = { #FOR FP3
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can_have = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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highest_held_title_tier >= tier_kingdom
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}
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can_pass = {
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can_change_title_law_trigger = yes
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culture = { has_cultural_parameter = tribal_elective_enabled }
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}
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can_title_have = {
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can_title_have_law_general_trigger = yes
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}
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succession = {
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order_of_succession = election
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election_type = tribal_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 5
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revoke_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Player Heir
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temporal_head_of_faith_succession_law = {
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can_title_have = {
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is_temporal_head_of_faith_trigger = yes
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}
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should_show_for_title = { # Never show this in the UI, just apply it through script
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always = no
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}
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can_remove_from_title = {
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custom_description = {
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text = succession_laws_must_not_be_temporal
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is_temporal_head_of_faith_trigger = no
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}
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}
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succession = {
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order_of_succession = player_heir
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}
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}
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# Noble Family Succession
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noble_family_succession_law = {
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can_title_have = {
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is_noble_family_title = yes
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}
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should_show_for_title = { # Never show this in the UI, just apply it through script
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always = no
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}
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can_remove_from_title = {
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always = no
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}
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succession = {
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order_of_succession = noble_family
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title_division = single_heir
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}
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flag = can_designate_heirs
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}
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# Law of the Land Title Succession
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# 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.
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law_of_the_land_succession_law = {
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can_title_have = {
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tier = tier_county
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title_province = {
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holding_type = {
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has_required_heir_governments = yes
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NOT = {
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any_required_heir_government_type = {
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this = root.holder.government_type
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}
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}
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}
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}
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}
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# Never show this in the UI, just apply it through script
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should_show_for_title = { always = no }
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can_remove_from_title = { always = no }
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succession = {
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order_of_succession = generate_from_template
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}
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}
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#Confederation elective
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confederation_elective_succession_law = {
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can_title_have = {
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tier >= tier_kingdom
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}
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should_show_for_title = {
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has_variable = confederation_culture
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}
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succession = {
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order_of_succession = election
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election_type = confederation_elective
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}
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flag = elective_succession_law
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title_allegiance_opinion = 10
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revoke_cost = {
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prestige = {
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value = change_title_succession_law_prestige_cost
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multiply = 8
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if = {
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limit = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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}
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}
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multiply = 0.1
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}
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}
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}
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pass_cost = {
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prestige = change_title_succession_law_prestige_cost
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}
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}
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# Celestial Ministry Succession
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celestial_ministry_appointment_succession_law = {
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can_have = {
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government_has_flag = government_is_celestial
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}
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can_pass = {
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}
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can_title_have = {
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OR = {
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this = title:e_minister_chancellor
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this = title:e_minister_censor
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this = title:e_minister_of_personnel
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this = title:e_minister_of_revenue
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this = title:e_minister_of_rites
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this = title:e_minister_of_war
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this = title:e_minister_of_justice
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this = title:e_minister_of_works
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}
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}
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can_realm_have = {
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always = no
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}
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can_remove_from_title = {
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custom_tooltip = {
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text = celestial_ministry_appointment_cannot_remove_desc
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always = no
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}
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}
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succession = {
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order_of_succession = appointment
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appointment_type = celestial_minister
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}
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modifier = {
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celestial_government_opinion = 5
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}
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flag = appointment_type_succession
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}
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# Celestial Grand Marshal Succession
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celestial_grand_marshal_appointment_succession_law = {
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can_have = {
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government_has_flag = government_is_celestial
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}
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can_pass = {
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}
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can_title_have = {
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this = title:e_minister_grand_marshal
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}
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can_realm_have = {
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always = no
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}
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can_remove_from_title = {
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custom_tooltip = {
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text = celestial_ministry_appointment_cannot_remove_desc
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always = no
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}
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}
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succession = {
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order_of_succession = appointment
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appointment_type = celestial_military_governor
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}
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modifier = {
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celestial_government_opinion = 5
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}
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flag = appointment_type_succession
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}
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}
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361
common/laws/_laws.info
Normal file
361
common/laws/_laws.info
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@ -0,0 +1,361 @@
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law_group_name = {
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### brief = default ( database key, optional )
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# New rulers will use this law by default, provided its "should_start_with" trigger
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# returns true or is undefined
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#
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default = law_name
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### brief: cumulative ( bool, optional )
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# If set, each subsequent law in the group will provide all effects of the previous law
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# default = no
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#
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cumulative = no
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### brief: flag ( flag )
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# See below for flags with special treatment in code. These flags may also be checked
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# in the data/GUI system with LawGroup.HasFlag('some_arbitrary_flag')
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#
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flag = some_arbitrary_flag
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### brief: cumulative ( bool, optional )
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# If set, this law group is considered part of the Treasury Budget set, and will be displayed within a specific
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# budget interface.
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# default = no
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#
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is_treasury_budget_group = no
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### brief: can_change_law_group ( trigger )
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# Optional trigger for law groups that maybe some rulers should see but cant change
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# Default is leaving this empty - and then it will always be true
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# If this trigger fails - the lawgroup will still be visible but can't be changed by the ruler
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#
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can_change_law_group = { }
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law_name = {
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### brief: can_keep ( trigger )
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# Requirements for keeping the law. If this invalidates, the law will
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# be replaced with the default law (see own section) within a month.
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# Also checked after changing faith since doctrinal changes are likely
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# to invalidate laws. Always true if not specified.
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# Root scope = ruler with the law
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#
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can_keep = { }
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### brief: can_have ( trigger )
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# Requirements for adopting the law in the ruler's scope. If this is true,
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# the character is allowed to adopt the law and the law will show as
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# available (but it can be currently disabled if can_pass is false).
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# Always true if not specified.
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# Root scope = ruler for whom we are checking the law
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#
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can_have = { }
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### brief: can_pass ( trigger )
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# Requirements for adopting the law in the ruler's scope. For more
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# temporary conditions, e.g. being at war ("I can have the law, but
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# can't pass it right now"). Always true if not specified.
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# Root scope = ruler for whom we are checking the law
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#
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can_pass = { }
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### brief: should_start_with ( trigger )
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# If these conditions are true, this is a valid law for a ruler to start
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# with. Note that it always includes the can_keep check.
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# Root scope = ruler for whom we are checking the law
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#
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should_start_with = { }
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### brief: can_title_have ( trigger )
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# Requirements for titles being able to have this law. Always false if
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# not specified.
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# Root scope = title for which we are checking the law
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#
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can_title_have = { }
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### brief: can_realm_have ( trigger )
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# Requirements for characters being able to apply this law at realm level.
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# Always false if not specified.
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# By default, the following succession orders imply they can be applied to the whole realm:
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# * inheritance
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# * theocracy
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# * company
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# * generate
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# * appointment
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# Root scope = character for which we are checking the law
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#
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can_realm_have = { }
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### brief: should_show_for_title ( trigger )
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# Should this law be shown in the UI for titles?
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#
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should_show_for_title = { }
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### brief: pass_cost ( scripted cost )
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# The cost of enacting this law
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# Root scope = ruler wanting to pass the law
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#
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pass_cost = { gold/piety/prestige = ... }
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### brief: revoke_cost ( scripted cost )
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# The cost of revoking or clearing this law
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# Root scope = ruler wanting to revoke the law
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#
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revoke_cost = { gold/piety/prestige = ... }
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### brief: modifier ( character modifier )
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# Modifier applied to the ruler when this law is active
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#
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modifier = { }
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### brief: flag ( flag )
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# See below for flags treated specially. Can be checked in script
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# with has_realm_law_flag = some_arbitrary_flag.
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# See below for flags treated specially in code.
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#
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flag = some_arbitrary_flag
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### brief: triggered_flag ( flag )
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# Checks and adds flag only if the trigger's condition is met.
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# Both trigger and flag *must* be specified within this block.
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#
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triggered_flag = {
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# Some trigger, root is the ruler character scope
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#
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trigger = { ... }
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# See below for flags treated specially in code. Can be checked in
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# script with has_realm_law_flag = some_arbitrary_flag
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#
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flag = some_arbitrary_flag
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}
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### brief: shown_in_encyclopedia ( bool, optional )
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# If this law should show up in the Encyclopedia
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# default = yes
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#
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shown_in_encyclopedia = yes
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### brief: on_pass ( effect )
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# Effect run just before law change.
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# Effect run on the ruler when the law is added. Does *NOT* get run
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# when default laws are initialized, nor when inheriting a law from
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# someone else.
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# 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: gender_law ( 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_faith
|
||||
# same_religion
|
||||
# same_family
|
||||
#
|
||||
faith = same_faith
|
||||
|
||||
### brief: create_primary_tier_titles ( bool, optional )
|
||||
# If set, then under partition all titles you can create of your primary
|
||||
# tier 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: 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 law group.
|
||||
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)
|
||||
Loading…
Add table
Add a link
Reference in a new issue