idk why I dont have a cursor

This commit is contained in:
Magpie490 2025-06-02 16:22:24 +01:00
parent 64c9d3694d
commit e22f5e5844
59 changed files with 14361 additions and 7042 deletions

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@ -0,0 +1,789 @@
######################################################################
# Government
######################################################################
building_requirement_tribal = {
scope:holder ?= {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
}
}
building_requirement_tribal_holding_in_county = {
NOT = {
county = {
any_county_province = {
has_holding_type = tribal_holding
}
}
}
}
building_requirement_nomad = {
scope:holder ?= {
government_has_flag = government_is_nomadic
}
}
building_requirement_nomad_holding_in_county = {
NOT = {
county = {
any_county_province = {
has_holding_type = nomad_holding
}
}
}
}
building_requirement_herder = {
scope:holder ?= {
government_has_flag = government_is_herder
}
}
building_requirement_herder_holding_in_county = {
NOT = {
county = {
any_county_province = {
has_holding_type = herder_holding
}
}
}
}
######################################################################
# Holding Level
######################################################################
building_requirement_castle_city_church = {
trigger_if = {
limit = { has_holding_type = castle_holding }
has_building_or_higher = castle_$LEVEL$
}
trigger_else_if = {
limit = { has_holding_type = city_holding }
has_building_or_higher = city_$LEVEL$
}
trigger_else_if = {
limit = { has_holding_type = church_holding }
has_building_or_higher = temple_$LEVEL$
}
trigger_else = {
custom_description = {
text = "building_requirement_castle_city_church_failed"
always = no
}
}
}
######################################################################
# Special
######################################################################
building_hall_of_heroes_requirement = {
custom_description = {
text = building_requirement_hall_of_heroes_failed
has_variable = hall_of_heroes
scope:holder = {
OR = {
has_religion = religion:baltic_religion
has_religion = religion:slavic_religion
has_religion = religion:finno_ugric_religion
has_religion = religion:siberian_religion
}
}
}
}
building_university_requirement = {
#has_variable = university
}
######################################################################
# Terrain
######################################################################
building_common_tradeport_requirement_terrain = {
OR = {
is_coastal = yes
is_riverside_province = yes
}
}
building_pastures_requirement_terrain = {
OR = {
terrain = farmlands
terrain = plains
terrain = steppe
terrain = desert
terrain = drylands
terrain = oasis
terrain = mountains
terrain = desert_mountains
terrain = hills
terrain = floodplains
AND = {
terrain = jungle
NOT = { geographical_region = world_innovation_elephants }
}
}
}
building_hunting_grounds_requirement_terrain = {
OR = {
terrain = plains
terrain = drylands
terrain = steppe
terrain = hills
terrain = taiga
terrain = forest
terrain = jungle
terrain = wetlands
}
}
building_orchards_requirement_terrain = {
OR = {
terrain = floodplains
terrain = oasis
has_building_or_higher = qanats_05
AND = {
culture = {
has_cultural_parameter = vegetarian_fruit_orchard_allowed
}
}
}
}
building_farm_estates_requirement_terrain = {
terrain = farmlands
}
building_military_camps_requirement_terrain = {
#OR = { # All Terrains
# terrain = farmlands
# terrain = plains
# terrain = drylands
# terrain = desert
# terrain = oasis
# terrain = floodplains
# terrain = steppe
# terrain = mountains
# terrain = desert_mountains
# terrain = wetlands
# terrain = forest
# terrain = taiga
# terrain = jungle
# terrain = hills
#}
}
building_regimental_grounds_requirement_terrain = {
OR = {
terrain = floodplains
terrain = farmlands
}
}
building_ramparts_requirement_terrain = {
OR = {
terrain = taiga
terrain = forest
terrain = jungle
}
}
building_curtain_walls_requirement_terrain = {
OR = {
terrain = farmlands
terrain = plains
terrain = wetlands
terrain = floodplains
}
}
building_watchtowers_requirement_terrain = {
OR = {
terrain = desert
terrain = drylands
terrain = oasis
terrain = steppe
}
}
building_cereal_fields_requirement_terrain = {
OR = {
terrain = farmlands
terrain = plains
terrain = drylands
terrain = floodplains
county = {
OR = {
has_county_modifier = fertile_desert_mountains_modifier
has_county_modifier = dodekapolis_modifier
}
}
has_building_or_higher = qanats_05
}
}
building_outposts_requirement_terrain = {
OR = {
terrain = wetlands
terrain = taiga
terrain = forest
terrain = jungle
}
}
building_barracks_requirement_terrain = {
#OR = {
# terrain = farmlands
# terrain = plains
# terrain = drylands
# terrain = floodplains # new
# terrain = hills
# terrain = mountains
# terrain = forest
# terrain = taiga
# terrain = jungle
# terrain = wetlands
# terrain = steppe
#}
}
building_camel_farms_requirement_terrain = {
geographical_region = world_innovation_camels # new
OR = {
terrain = desert
terrain = desert_mountains
terrain = oasis
terrain = floodplains
terrain = drylands # new
}
}
building_stables_requirement_terrain = {
# All terrains
}
building_smiths_requirement_terrain = {
# All terrains
}
building_workshops_requirement_terrain = {
# All terrains
}
building_logging_camps_requirement_terrain = {
OR = {
terrain = taiga
terrain = forest
terrain = jungle
}
}
building_peat_quarries_requirement_terrain = {
terrain = wetlands
}
building_hill_farms_requirement_terrain = {
terrain = hills
}
building_elephant_pens_requirement_terrain = {
terrain = jungle
OR = {
geographical_region = world_innovation_elephants
culture = { has_cultural_parameter = elephant_pens_building_bonuses }
}
}
building_horse_pastures_requirement_terrain = {
OR = {
terrain = steppe
geographical_region = world_steppe_east
culture = { has_cultural_parameter = unlock_horse_pastures_building }
}
}
building_plantations_requirement_terrain = {
OR = {
terrain = drylands
terrain = desert
terrain = oasis
}
}
building_quarries_requirement_terrain = {
OR = {
terrain = mountains
terrain = desert_mountains
culture = { has_cultural_parameter = can_build_quarries_everywhere }
}
}
building_warrior_lodges_requirement_terrain = {
OR = {
AND = {
OR = {
terrain = mountains
terrain = desert_mountains
terrain = hills
}
NOT = { geographical_region = world_horse_buildings_in_hills_and_mountains }
}
culture = { has_cultural_parameter = warrior_lodges_lift_restrictions }
}
}
building_hillside_grazing_requirement_terrain = {
OR = {
terrain = mountains
terrain = desert_mountains
terrain = hills
}
geographical_region = world_horse_buildings_in_hills_and_mountains
}
building_wind_furnace_requirement_terrain = {
geographical_region = world_india
OR = {
is_coastal = yes
AND = {
scope:holder.top_liege = {
any_realm_county = {
any_county_province = {
has_building_or_higher = konasamudram_mines_01
}
}
}
duchy = {
any_de_jure_county = {
any_county_province = {
has_building_or_higher = konasamudram_mines_01
}
}
}
}
}
scope:holder.culture = { has_innovation = innovation_wootz_steel }
}
building_hill_forts_requirement_terrain = {
OR = {
terrain = mountains
terrain = desert_mountains
terrain = hills
}
}
building_windmills_requirement_terrain = {
county ?= {
any_county_province = {
OR = {
terrain = farmlands
terrain = plains
terrain = hills
is_coastal = yes
}
}
}
}
building_watermills_requirement_terrain = {
county ?= {
any_county_province = {
OR = {
terrain = mountains
terrain = wetlands
terrain = forest
terrain = taiga
terrain = jungle
is_riverside_province = yes
}
}
}
}
building_caravanserai_requirement_terrain = {
county ?= {
any_county_province = {
OR = {
terrain = drylands
terrain = desert
terrain = oasis
terrain = floodplains
terrain = steppe
terrain = desert_mountains
AND = {
geographical_region = world_europe_west_iberia
has_global_variable = fp2_struggle_conciliation_ending
}
}
}
}
}
building_qanats_requirement_terrain = {
county ?= {
any_county_province = {
OR = {
terrain = hills
terrain = mountains
terrain = desert_mountains
terrain = desert
terrain = drylands
}
culture = { has_cultural_parameter = unlocks_qanat_building }
}
}
}
building_hospices_requirement_terrain = {
}
has_any_special_mine_trigger = {
OR = {
has_building_or_higher = rammelsberg_mines_01
has_building_or_higher = kutna_hora_mines_01
has_building_or_higher = kremnica_mines_01
has_building_or_higher = falun_mines_01
has_building_or_higher = schwaz_mines_01
has_building_or_higher = argentiera_mines_01
has_building_or_higher = kollur_mines_01
has_building_or_higher = siderokausia_mines_01
has_building_or_higher = mali_mines_01
has_building_or_higher = konasamudram_mines_01
has_building_or_higher = dean_mines_01
has_building_or_higher = zawar_mines_01
has_building_or_higher = takkeda_mines_01
has_building_or_higher = khetri_mines_01
has_building_or_higher = taghaza_mines_01
has_building_or_higher = ijil_mines_01
has_building_or_higher = turda_mines_01
has_building_or_higher = phocaea_mines_01
has_building_or_higher = pansjhir_mines_01
has_building_or_higher = trepca_mines_01
has_building_or_higher = rudnik_mines_01
has_building_or_higher = cevennes_mines_01
has_building_or_higher = allaq_mines_01
has_building_or_higher = verespatak_mines_01
has_building_or_higher = nishapur_mines_01
has_building_or_higher = srebrenica_mines_01
has_building_or_higher = ratnapura_mines_01
}
}
######################################################################
# Baronies that cannot have a holding (intended for Sahara)
######################################################################
barony_cannot_construct_holding = {
barony.title_province = {
OR = {
terrain = desert
terrain = desert_mountains
}
geographical_region = world_africa_sahara
}
}
######################################################################
# Triggers for add_random_building_effect script effect
######################################################################
# is any existing building of the checked tier? (e.g. 02)
has_any_building_of_level_trigger = {
OR = {
has_building = outposts_$BUILDING_LEVEL$
has_building = logging_camps_$BUILDING_LEVEL$
has_building = peat_quarries_$BUILDING_LEVEL$
has_building = hill_forts_$BUILDING_LEVEL$
has_building = plantations_$BUILDING_LEVEL$
has_building = quarries_$BUILDING_LEVEL$
has_building = hunting_grounds_$BUILDING_LEVEL$
has_building = military_camps_$BUILDING_LEVEL$
has_building = pastures_$BUILDING_LEVEL$
has_building = ramparts_$BUILDING_LEVEL$
has_building = curtain_walls_$BUILDING_LEVEL$
has_building = watchtowers_$BUILDING_LEVEL$
has_building = cereal_fields_$BUILDING_LEVEL$
has_building = barracks_$BUILDING_LEVEL$
has_building = camel_farms_$BUILDING_LEVEL$
has_building = hill_farms_$BUILDING_LEVEL$
has_building = elephant_pens_$BUILDING_LEVEL$
has_building = common_tradeport_$BUILDING_LEVEL$
has_building = orchards_$BUILDING_LEVEL$
has_building = farm_estates_$BUILDING_LEVEL$
has_building = regimental_grounds_$BUILDING_LEVEL$
has_building = monastic_schools_$BUILDING_LEVEL$
}
}
# is any existing building a lower tier than compare building?
has_lesser_building_trigger = {
trigger_if = {
limit = { has_building_or_higher = $COMPARE$_02 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
}
trigger_else_if = {
limit = { has_building_or_higher = $COMPARE$_03 }
OR = {
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 02 }
}
}
trigger_else_if = {
limit = { has_building_or_higher = $COMPARE$_04 }
OR = {
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 02 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 03 }
}
}
trigger_else_if = {
limit = { has_building_or_higher = $COMPARE$_05 }
OR = {
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 02 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 03 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 04 }
}
}
trigger_else_if = {
limit = { has_building_or_higher = $COMPARE$_06 }
OR = {
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 02 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 03 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 04 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 05 }
}
}
trigger_else_if = {
limit = { has_building_or_higher = $COMPARE$_07 }
OR = {
has_any_building_of_level_trigger = { BUILDING_LEVEL = 01 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 02 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 03 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 04 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 05 }
has_any_building_of_level_trigger = { BUILDING_LEVEL = 06 }
}
}
trigger_else = { always = no } # Must already be highest tier possible
}
# can this building be added?
add_random_building_trigger = {
building_$BUILDING$_requirement_terrain = yes # terrain fits building type
trigger_if = { # if all slots are full, this building type exists already
limit = { free_building_slots = 0 }
has_building_or_higher = $BUILDING$_01
NOT = {
has_lesser_building_trigger = { COMPARE = $BUILDING$ }
}
}
trigger_else = {
NOT = { has_building_or_higher = $BUILDING$_01 }
}
}
# Innovation and holding level triggers for most economic buildings
generic_economic_building_innovation_trigger = {
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_01 }
scope:build_owner.culture = { has_innovation = innovation_crop_rotation }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_02 }
building_requirement_castle_city_church = { LEVEL = 02 }
scope:build_owner.culture = { has_innovation = innovation_manorialism }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_04 }
building_requirement_castle_city_church = { LEVEL = 03 }
scope:build_owner.culture = { has_innovation = innovation_guilds }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_06 }
building_requirement_castle_city_church = { LEVEL = 04 }
scope:build_owner.culture = { has_innovation = innovation_cranes }
}
}
# Innovation and holding level triggers for most fortification buildings
generic_fortification_building_innovations_trigger = {
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_01 }
scope:build_owner.culture = { has_innovation = innovation_motte }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_02 }
building_requirement_castle_city_church = { LEVEL = 02 }
scope:build_owner.culture = { has_innovation = innovation_battlements }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_04 }
building_requirement_castle_city_church = { LEVEL = 03 }
scope:build_owner.culture = { has_innovation = innovation_hoardings }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_06 }
building_requirement_castle_city_church = { LEVEL = 04 }
scope:build_owner.culture = { has_innovation = innovation_machicolations }
}
}
# Innovation and holding level triggers for most recruitment buildings
generic_recruitment_building_innovations_trigger = {
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_01 }
scope:build_owner.culture = { has_innovation = innovation_barracks }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_02 }
building_requirement_castle_city_church = { LEVEL = 02 }
scope:build_owner.culture = { has_innovation = innovation_burhs }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_04 }
building_requirement_castle_city_church = { LEVEL = 03 }
scope:build_owner.culture = { has_innovation = innovation_castle_baileys }
}
trigger_if = {
limit = { has_building_or_higher = $BUILDING$_06 }
building_requirement_castle_city_church = { LEVEL = 04 }
scope:build_owner.culture = { has_innovation = innovation_royal_armory }
}
}
islamic_special_building_trigger = {
OR = {
has_building = holy_site_great_mosque_of_djenne_01
has_building = holy_site_great_mosque_of_samarra_01
has_building = holy_site_prophetic_mosque_01
has_building = hagia_sophia_02
has_building = the_friday_mosque_01 # shared zoroastrian
has_building = holy_site_great_mosque_of_cordoba_01 # shared christian
has_building_or_higher = damascus_mosque_01
}
}
christian_special_building_trigger = {
OR = {
has_building = holy_site_cologne_cathedral_01
has_building = holy_site_canterbury_cathedral_01
has_building = holy_site_canterbury_cathedral_02
has_building = holy_site_canterbury_cathedral_03
has_building = temple_of_uppsala_01
has_building = temple_of_uppsala_02
has_building = lund_cathedral_01
has_building = holy_site_great_mosque_of_cordoba_01 # shared muslim
has_building_or_higher = cluny_abbey_01
has_building_or_higher = beta_giyorgis_01
has_building_or_higher = holy_wisdom_01
has_building_or_higher = duomo_florence_01
has_building_or_higher = wawel_cathedral_01
}
}
eastern_special_building_trigger = {
OR = {
has_building = buddhas_of_bamian_01
has_building = brihadeeswarar_temple_01
has_building = shwedagon_pagoda_01
has_building = ananda_temple_01
has_building = khajuraho_01
has_building_or_higher = jokhang_01
has_building_or_higher = konark_temple_01
has_building_or_higher = vatapi_caves_01
}
}
# Religious special building triggers
religious_special_building_exclusion_trigger = { # checks if any special buildings present do not fit your religion
OR = {
AND = { # Generic
NOT = {
barony = { is_holy_site_of = holder.faith }
}
OR = {
has_building = holy_site_cathedral_01
has_building = holy_site_mosque_01
has_building = holy_site_pagan_grand_temple_01
has_building = holy_site_indian_grand_temple_01
has_building = holy_site_other_grand_temple_01
has_building = hagia_sophia_01
has_building = holy_site_mahabodhi_temple_01
has_building = holy_site_imam_ali_mosque_01
has_building = holy_site_great_mosque_of_mecca_01
islamic_special_building_trigger = yes
christian_special_building_trigger = yes
}
}
AND = { # Islamic
NOT = { barony.holder.religion = religion:islam_religion }
islamic_special_building_trigger = yes
}
AND = { # Christian
NOT = { barony.holder.religion = religion:christianity_religion }
christian_special_building_trigger = yes
}
AND = { # Islamic/Zoroastrian
NOT = { barony.holder.religion = religion:zoroastrianism_religion }
has_building = the_friday_mosque_01 # shared muslim
}
AND = { # Eastern family
NOR = {
ROOT.religion = religion:hinduism_religion
ROOT.religion = religion:buddhism_religion
ROOT.religion = religion:jainism_religion
ROOT.religion = religion:taoism_religion
ROOT.religion = religion:zoroastrianism_religion
}
eastern_special_building_trigger = yes
}
# Judaism
AND = {
barony.holder.religion = religion:judaism_religion
has_building = dome_of_the_rock_01
}
AND = {
NOT = { barony.holder.religion = religion:judaism_religion }
has_building = temple_in_jerusalem_01
}
}
}
building_murex_farm_requirement_terrain = {
is_county_capital = yes
is_coastal = yes
geographical_region = mediteranean_coast
NOR = {
this.barony = title:b_salmydessus
this.barony = title:b_chelai
}
}
building_breweries_requirement = {
OR = {
AND = {
has_building_or_higher = temple_$NUMBER$
OR = {
faith = faith:catholic
faith = { has_doctrine_parameter = allows_brewery }
}
}
AND = {
has_building_or_higher = city_$NUMBER$
culture = { has_cultural_parameter = allows_brewery }
}
}
}

View file

@ -126,7 +126,12 @@ portrait_wear_armor_trigger = {
}
}
}
NOT = { has_any_charioteer_trait = yes }
NOT = {
OR = {
has_court_position = court_astrologer_court_position
has_any_charioteer_trait = yes
}
}
portrait_ep2_wedding_clothes_trigger = no
trigger_if = {
limit = { portrait_sickness_trigger = yes }
@ -271,6 +276,7 @@ portrait_wear_helmet_trigger = { # Different from Armor, as Kings and Emperors s
}
is_incapable = no
is_imprisoned = no
NOT = { has_court_position = court_astrologer_court_position }
trigger_if = {
limit = { portrait_sickness_trigger = yes }
is_in_army = yes
@ -394,6 +400,52 @@ is_dwarf_height = {
}
}
should_use_fat_animation = {
OR = {
AND = { # Dwarf not fat
scope:current_weight <= 40
is_dwarf_height = yes
}
AND = { # Fat non dwarf
scope:current_weight >= 40
is_dwarf_height = no
}
AND = { # Pregnant non dwarf
portrait_has_trait_trigger = { TRAIT = pregnant }
is_dwarf_height = no
}
}
}
should_use_fat_dwarf_animation = {
# Fat dwarf
scope:current_weight >= 40
is_dwarf_height = yes
}
should_use_pregnant_animation = {
portrait_has_trait_trigger = { TRAIT = pregnant }
scope:current_weight <= 40
is_dwarf_height = no
}
should_use_fat_pregnant_animation = {
portrait_has_trait_trigger = { TRAIT = pregnant }
OR = {
scope:current_weight >= 40
AND = {
is_dwarf_height = yes
scope:current_weight <= 40
}
}
}
should_use_fat_dwarf_pregnant_animation = {
portrait_has_trait_trigger = { TRAIT = pregnant }
is_dwarf_height = yes
scope:current_weight >= 40
}
portrait_shared_clothing_contents_trigger = {
trigger_if = {
limit = { exists = top_liege.var:adopted_cultural_style }
@ -637,7 +689,10 @@ portrait_fp3_iranian_clothing_spouse_trigger = {
#turkic
portrait_fp3_turkic_clothing_trigger = {
has_fp3_dlc_trigger = yes
OR = {
has_fp3_dlc_trigger = yes
has_mpo_dlc_trigger = yes
}
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = scope:culture
CULTURE_FLAG = turkic
@ -645,7 +700,24 @@ portrait_fp3_turkic_clothing_trigger = {
}
portrait_fp3_turkic_clothing_spouse_trigger = {
has_fp3_dlc_trigger = yes
OR = {
has_fp3_dlc_trigger = yes
has_mpo_dlc_trigger = yes
}
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = culture
CULTURE_FLAG = turkic
}
}
portrait_turkic_clothing_trigger = {
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = scope:culture
CULTURE_FLAG = turkic
}
}
portrait_turkic_clothing_spouse_trigger = {
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = culture
CULTURE_FLAG = turkic
@ -869,20 +941,6 @@ portrait_rus_clothing_spouse_trigger = {
}
}
portrait_turkic_clothing_trigger = {
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = scope:culture
CULTURE_FLAG = turkic
}
}
portrait_turkic_clothing_spouse_trigger = {
portrait_shared_clothing_contents_trigger = {
CULTURE_SCOPE = culture
CULTURE_FLAG = turkic
}
}
portrait_can_use_noble_headgear_trigger = {
NAND = {
portrait_has_trait_trigger = { TRAIT = peasant_leader }
@ -1068,19 +1126,20 @@ portrait_commoner_trigger = {
government_has_flag = government_is_landless_adventurer
has_realm_law = camp_purpose_scholars
}
government_has_flag = government_is_herder
}
NOR = {
portrait_high_nobles_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
portrait_royalty_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
portrait_imperial_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
portrait_low_nobles_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
}
trigger_if = {
@ -1107,10 +1166,10 @@ portrait_commoner_trigger = {
liege ?= {
highest_held_title_tier >= tier_duchy
}
OR = {
OR = {
has_council_position = councillor_chancellor
has_council_position = councillor_steward
}
}
}
}
trigger_if = {
@ -1140,11 +1199,12 @@ portrait_commoner_no_mayors_trigger = {
government_has_flag = government_is_landless_adventurer
has_realm_law = camp_purpose_scholars
}
government_has_flag = government_is_herder
}
trigger_if = {
limit = { exists = this } # To check if this is an actual character
NOR = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_spouse ?= {
AND = {
highest_held_title_tier > tier_county
@ -1190,13 +1250,13 @@ portrait_low_nobles_trigger = {
}
NOR = {
portrait_imperial_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
portrait_royalty_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
portrait_high_nobles_trigger = {
CULTURE_INPUT = $CULTURE_INPUT$
CULTURE_INPUT = $CULTURE_INPUT$
}
}
OR = {
@ -1208,11 +1268,11 @@ portrait_low_nobles_trigger = {
liege ?= {
highest_held_title_tier >= tier_duchy
}
OR = {
OR = {
has_council_position = councillor_chancellor
has_council_position = councillor_steward
}
portrait_$CULTURE_INPUT$_clothing_trigger = yes
}
portrait_$CULTURE_INPUT$_clothing_trigger = yes
}
AND = { # Courtiers
highest_held_title_tier < tier_county
@ -1242,8 +1302,9 @@ portrait_low_nobles_trigger = {
highest_held_title_tier = tier_county
}
NOR = {
government_has_flag = government_is_herder
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1272,7 +1333,7 @@ portrait_low_nobles_trigger = {
}
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1319,7 +1380,7 @@ portrait_high_nobles_trigger = {
OR = {
highest_held_title_tier >= tier_duchy # Most cultures do not have specific clothes for royalty and imperial tier, so we use the high nobility for anything from duke/duchess and up
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1353,7 +1414,7 @@ portrait_high_nobles_trigger = {
OR = {
highest_held_title_tier >= tier_duchy
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1388,6 +1449,7 @@ portrait_high_nobles_trigger = {
}
}
AND = { # Family members of rulers
highest_held_title_tier <= tier_duchy
any_close_family_member = {
is_ruler = yes
highest_held_title_tier > tier_duchy
@ -1418,7 +1480,7 @@ portrait_high_nobles_headgear_trigger = {
OR = {
highest_held_title_tier = tier_duchy
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_county
}
AND = {
@ -1451,7 +1513,7 @@ portrait_high_nobles_headgear_trigger = {
OR = {
highest_held_title_tier = tier_duchy
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_county
}
AND = {
@ -1485,6 +1547,7 @@ portrait_high_nobles_headgear_trigger = {
}
}
AND = { # Family members of rulers
highest_held_title_tier <= tier_duchy
any_close_family_member = {
is_ruler = yes
highest_held_title_tier > tier_duchy
@ -1500,7 +1563,7 @@ portrait_high_nobles_headgear_trigger = {
highest_held_title_tier >= tier_kingdom
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1510,7 +1573,7 @@ portrait_high_nobles_headgear_trigger = {
}
portrait_$CULTURE_INPUT$_clothing_trigger = yes
}
}
}
}
portrait_royalty_trigger = {
@ -1522,7 +1585,7 @@ portrait_royalty_trigger = {
highest_held_title_tier = tier_kingdom
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1544,7 +1607,7 @@ portrait_royalty_trigger = {
highest_held_title_tier = tier_kingdom
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1563,7 +1626,7 @@ portrait_royalty_trigger = {
highest_held_title_tier >= tier_kingdom
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1615,7 +1678,7 @@ portrait_royalty_african_headgear_trigger = {
}
}
}
NOT = { government_has_flag = government_is_republic }
NOT = { government_has_flag = government_is_special_republic }
OR = {
portrait_african_clothing_trigger = yes
AND = {
@ -1653,7 +1716,7 @@ portrait_royalty_african_headgear_trigger = {
has_realm_law = camp_purpose_legitimists
}
}
NOT = { government_has_flag = government_is_republic }
NOT = { government_has_flag = government_is_special_republic }
OR = {
portrait_african_clothing_spouse_trigger = yes
AND = {
@ -1684,7 +1747,7 @@ portrait_imperial_trigger = {
highest_held_title_tier = tier_empire
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1705,7 +1768,7 @@ portrait_imperial_trigger = {
highest_held_title_tier = tier_empire
NOR = {
AND = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
primary_title.tier > tier_barony
}
AND = {
@ -1744,7 +1807,7 @@ portrait_imperial_nobles_headgear_trigger = {
is_ruler = yes
government_has_flag = government_is_landless_adventurer
}
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
AND = {
is_ruler = yes
government_has_flag = government_is_theocracy
@ -2000,6 +2063,22 @@ portrait_beggar_trigger = {
}
}
}
trigger_if = {
limit = {
is_married = yes
}
NOT = {
any_consort = {
OR = {
is_landed = yes
AND = {
government_has_flag = government_is_nomadic
is_ruler = yes
}
}
}
}
}
}
@ -2036,7 +2115,7 @@ portrait_mayor_trigger = {
portrait_mayor_headgear_trigger = {
exists = this
highest_held_title_tier < tier_county
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
portrait_$CULTURE_INPUT$_clothing_trigger = yes
}
@ -2181,17 +2260,9 @@ portrait_religious_head_popes_trigger = {
exists = this
OR = {
AND = {
faith = faith:roman_catholic
faith = faith:catholic
is_adult = yes
religion = religion:catholic_religion
primary_title ?= {
is_head_of_faith = yes
}
}
AND = {
faith = faith:sevillian
is_adult = yes
religion = religion:catholic_religion
religion = religion:christianity_religion
primary_title ?= {
is_head_of_faith = yes
}
@ -2242,25 +2313,8 @@ portrait_religious_christian_trigger = {
}
portrait_religious_catholic_trigger = {
OR = {
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:roman_catholic }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:sevillian }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:celtic }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:iberian }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:orleaniste }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:teutonic }
}
faith = {
portrait_religious_faith_or_foundational_trigger = { FAITH = faith:catholic }
}
}
@ -2377,7 +2431,7 @@ portrait_religious_african_trigger = {
portrait_reichskrone_trigger = {
exists = this
AND = {
OR = {
has_primary_title = title:e_hre
any_equipped_character_artifact = {
has_variable = reichskrone
@ -2411,9 +2465,9 @@ portrait_ep2_western_travel_cloak_trigger = {
# thou shalt shed thy cloak whilst at an activity
trigger_if = {
limit = {
involved_activity ?= {
involved_activity ?= {
NOR = {
has_activity_type = activity_hunt
has_activity_type = activity_hunt
has_activity_type = activity_roaming
}
}
@ -2446,9 +2500,9 @@ portrait_ep2_mena_travel_cloak_trigger = {
# thou shalt shed thy cloak whilst at an activity
trigger_if = {
limit = {
involved_activity ?= {
involved_activity ?= {
NOR = {
has_activity_type = activity_hunt
has_activity_type = activity_hunt
has_activity_type = activity_roaming
}
}
@ -2535,5 +2589,3 @@ portrait_ep2_wedding_clothes_trigger = {
}
### General headgear triggers ###

View file

@ -66,6 +66,7 @@ realm_law_use_crown_authority = {
realm_law_use_tribal_authority = no
realm_law_use_camp_purpose = no
realm_law_use_imperial_bureaucracy = no
realm_law_use_nomadic_authority = no
}
realm_law_use_tribal_authority = {
@ -77,7 +78,11 @@ realm_law_use_camp_purpose = {
}
realm_law_use_imperial_bureaucracy = {
has_government = administrative_government
government_has_flag = government_is_administrative
}
realm_law_use_nomadic_authority = {
government_has_flag = government_is_nomadic
}
can_have_confederate_partition_succession_law_trigger = {
@ -158,9 +163,7 @@ can_have_high_partition_succession_law_trigger = {
}
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
}
government_has_flag = government_is_feudal
}
}
@ -183,14 +186,34 @@ can_have_single_heir_succession_law_trigger = {
has_innovation = innovation_primogeniture
}
# Non-tribals only
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
limit = {
has_ep3_dlc_trigger = yes
}
custom_tooltip = {
text = must_be_feudal_clan_or_admin
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_administrative
}
}
}
NOT = { has_government = administrative_government }
trigger_else = {
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
trigger_if = {
limit = {
government_has_flag = government_is_administrative
}
is_independent_ruler = yes
}
}
can_keep_single_heir_youngest_succession_law_trigger = {
@ -211,14 +234,34 @@ can_have_single_heir_youngest_succession_law_trigger = {
has_innovation = innovation_primogeniture
}
# Non-tribals only
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
limit = {
has_ep3_dlc_trigger = yes
}
custom_tooltip = {
text = must_be_feudal_clan_or_admin
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
government_has_flag = government_is_administrative
}
}
}
NOT = { has_government = administrative_government }
trigger_else = {
custom_description = {
text = succession_laws_must_have_organised_government_tooltip
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_clan
}
}
}
trigger_if = {
limit = {
government_has_flag = government_is_administrative
}
is_independent_ruler = yes
}
}
can_keep_single_heir_dynasty_house_trigger = {
@ -261,7 +304,7 @@ can_have_single_heir_dynasty_house_trigger = {
government_has_flag = government_is_clan
}
}
NOT = { has_government = administrative_government }
NOT = { government_has_flag = government_is_administrative }
}
can_have_bishop_theocratic_succession_law_trigger = {
@ -290,28 +333,26 @@ can_have_mercenary_succession_law_trigger = {
}
can_have_city_succession_law_trigger = {
government_has_flag = government_is_republic
government_has_flag = government_is_special_republic
}
can_have_herder_succession_law_trigger = {
government_has_flag = government_is_herder
}
title_can_reduce_partition_law_trigger = {
OR = {
AND = {
holder ?= {
OR = {
has_realm_law = single_heir_succession_law
holder = {
can_have_high_partition_succession_law_trigger = yes
}
can_have_high_partition_succession_law_trigger = yes
}
AND = {
OR = {
has_realm_law = high_partition_succession_law
holder = {
can_have_high_partition_succession_law_trigger = yes
}
can_have_high_partition_succession_law_trigger = yes
}
AND = {
OR = {
has_realm_law = partition_succession_law
holder = {
can_have_confederate_partition_succession_law_trigger = yes
}
can_have_confederate_partition_succession_law_trigger = yes
}
}
}
@ -330,7 +371,7 @@ can_pass_law_ca3_trigger = {
can_have_acclamation_succession_law_trigger = {
has_ep3_dlc_trigger = yes
has_government = administrative_government
government_has_flag = government_is_administrative
is_independent_ruler = yes
}
@ -342,7 +383,7 @@ can_keep_acclamation_succession_law_trigger = {
}
OR = {
can_have_acclamation_succession_law_trigger = yes
has_title = title:e_britannia
has_title = title:e_byzantium
}
}
}
@ -350,3 +391,23 @@ can_keep_acclamation_succession_law_trigger = {
can_change_acclamation_succession_law_trigger = {
has_ep3_dlc_trigger = yes
}
can_have_appointment_succession_law_trigger = {
has_ep3_dlc_trigger = yes
government_has_flag = government_is_administrative
is_independent_ruler = no
}
can_keep_appointment_succession_law_trigger = {
has_ep3_dlc_trigger = yes
trigger_if = {
limit = {
has_realm_law = appointment_succession_law
}
can_have_appointment_succession_law_trigger = yes
}
}
can_change_appointment_succession_law_trigger = {
has_ep3_dlc_trigger = yes
}

View file

@ -0,0 +1,57 @@
settlement_issue_valid_to_continue_default_trigger = {
OR = {
task_contract_location.province_owner = task_contract_taker
task_contract_location.province_owner.top_liege = task_contract_taker
}
task_contract_employer = {
is_alive = yes
OR = {
liege_or_court_owner = root.task_contract_taker
employer = root.task_contract_taker
}
}
}
settlement_issue_valid_to_keep_default_trigger = {
custom_tooltip = {
text = migration_contract_county_ownership_text
OR = {
task_contract_location.province_owner = task_contract_taker
task_contract_location.province_owner.liege = task_contract_taker
task_contract_location.province_owner.top_liege = task_contract_taker
}
}
custom_tooltip = {
text = migration_contract_county_text
task_contract_location.county = { county_control < 90 }
}
}
settlement_issue_valid_to_create_default_trigger = {
any_knight = {
count >= 1
}
any_held_county = {
is_landless_type_title = no
exists = title_province
county_control < 90
NOT = { has_county_modifier = ongoing_settlement_contract }
}
}
mpo_settlement_issue_trigger = {
any_knight = {
count >= 1
}
any_held_county = {
is_landless_type_title = no
exists = title_province
county_control < 90
NOT = { has_county_modifier = ongoing_settlement_contract }
}
NOT = {
any_task_contract = {
has_task_contract_type = nomadic_migration_contract_$NUMBER$
}
}
}