farmer republic

This commit is contained in:
Fishedotjpg 2026-03-09 03:51:24 +00:00
parent 33a8699bbe
commit e460144cdc
57 changed files with 17327 additions and 156 deletions

View file

@ -9,7 +9,7 @@
traditions = { traditions = {
tradition_seafaring tradition_seafaring
tradition_adaptive_skirmishing tradition_farmer_republics
tradition_festivities tradition_festivities
tradition_swords_for_hire tradition_swords_for_hire
tradition_diasporic tradition_diasporic
@ -45,9 +45,9 @@ high_irish = { #Éireannach Uasal
traditions = { traditions = {
tradition_creaght tradition_creaght
tradition_poetry tradition_poetry
tradition_festivities
tradition_xenophilic tradition_xenophilic
tradition_defiant tradition_defiant
tradition_farmer_republics
} }
name_list = name_list_neow_goidelic name_list = name_list_neow_goidelic
@ -81,10 +81,10 @@ irish = { #Éireannach Bhocht
traditions = { traditions = {
tradition_creaght tradition_creaght
tradition_adaptive_skirmishing
tradition_festivities tradition_festivities
tradition_defiant tradition_defiant
tradition_xenophilic tradition_xenophilic
tradition_farmer_republics
} }
name_list = name_list_neow_goidelic name_list = name_list_neow_goidelic

View file

@ -491,6 +491,7 @@ maltese = { #Maltin
tradition_stalwart_defenders tradition_stalwart_defenders
tradition_esteemed_hospitality tradition_esteemed_hospitality
tradition_xenophilic tradition_xenophilic
tradition_farmer_republics
} }
name_list = name_list_sicilian #PLACEHOLDER name_list = name_list_sicilian #PLACEHOLDER
@ -525,6 +526,7 @@ ladin = {
tradition_mountaineers tradition_mountaineers
tradition_esteemed_hospitality tradition_esteemed_hospitality
tradition_hard_working tradition_hard_working
tradition_farmer_republics
} }
name_list = name_list_gallo_italian name_list = name_list_gallo_italian

View file

@ -116,6 +116,7 @@ faerosk = {
head_determination = head_determination_domain head_determination = head_determination_domain
traditions = { traditions = {
tradition_things tradition_things
tradition_farmer_republics
tradition_fishermen tradition_fishermen
tradition_hereditary_hierarchy tradition_hereditary_hierarchy
tradition_seafaring tradition_seafaring
@ -249,7 +250,7 @@ icelander = {
head_determination = head_determination_domain head_determination = head_determination_domain
traditions = { traditions = {
tradition_things tradition_things
tradition_republican_legacy tradition_farmer_republics
tradition_seafaring tradition_seafaring
tradition_fishermen tradition_fishermen
} }

View file

@ -90,7 +90,7 @@ romansch = {
house_coa_mask_offset = { 0.0 0.025 } house_coa_mask_offset = { 0.0 0.025 }
house_coa_mask_scale = { 0.95 0.95 } house_coa_mask_scale = { 0.95 0.95 }
traditions = { traditions = {
tradition_parochialism tradition_farmer_republics
tradition_hard_working tradition_hard_working
tradition_castle_keepers tradition_castle_keepers
tradition_mountain_homes tradition_mountain_homes
@ -164,9 +164,8 @@ swiss = { #Svizzer
tradition_staunch_traditionalists tradition_staunch_traditionalists
tradition_hard_working tradition_hard_working
tradition_religious_patronage tradition_religious_patronage
tradition_fervent_temple_builders
tradition_faith_bound tradition_faith_bound
tradition_farmer_republics
} }
name_list = name_list_NEOW_swabian name_list = name_list_NEOW_swabian

View file

@ -49,7 +49,7 @@ frisian = { #Represented the "old frisians" in vanilla, actually playable here #
tradition_fishermen tradition_fishermen
tradition_agrarian tradition_agrarian
tradition_pastoralists tradition_pastoralists
tradition_forbearing tradition_farmer_republics
tradition_modest tradition_modest
} }

View file

@ -222,12 +222,6 @@ tradition_republican_legacy = {
} }
is_shown = { is_shown = {
OR ={
this = culture:roman
any_parent_culture_or_above = {
this = culture:roman
}
}
NOT = { has_cultural_tradition = tradition_parochialism } NOT = { has_cultural_tradition = tradition_parochialism }
} }
can_pick = { can_pick = {

View file

@ -425,6 +425,135 @@ tradition_defiant = { # defiant
} }
} }
tradition_farmer_republics = {
category = societal
layers = {
0 = steward
1 = western
4 = farmland.dds
}
is_shown = {
NOT = { has_cultural_tradition = tradition_republican_legacy }
}
can_pick = {
NOT = { has_cultural_tradition = tradition_republican_legacy }
custom_tooltip = {
text = cultrad_not_nomadic_government_type
scope:character = {
NOT = {
government_has_flag = government_is_nomadic
}
}
}
}
parameters = {
use_farmer_republics = yes
unlock_innovation_pike_columns = yes
city_buildings_more_powerful = yes
city_buildings_less_control = yes
trait_county_opinion_modifiers = yes
}
character_modifier = {
city_holding_build_gold_cost = -0.05
city_holding_holding_build_gold_cost = -0.05
farmlands_development_growth_factor = 0.3
farmlands_construction_gold_cost = -0.1
farmlands_levy_size = 0.1
tyranny_gain_mult = 0.25
tyranny_loss_mult = -0.5
dread_decay_mult = 0.25
}
cost = {
prestige = {
add = {
value = tradition_base_cost
desc = BASE
format = "BASE_VALUE_FORMAT"
}
if = {
limit = {
NOR = {
culture_pillar:ethos_courtly = { is_in_list = traits }
culture_pillar:ethos_communal = { is_in_list = traits }
culture_pillar:ethos_spiritual = { is_in_list = traits }
}
}
add = {
value = tradition_incompatible_ethos_penalty
desc = not_courtly_communal_or_spiritual_desc
}
}
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.9
culture = scope:character.culture
any_county_province = {
has_holding_type = city_holding
}
}
}
}
}
add = {
value = tradition_unfulfilled_criteria_penalty
desc = 90_percent_cities_desc
}
}
if = {
limit = {
culture_tradition_reduction_trigger = { TRADITION = tradition_farmer_republics }
}
multiply = {
value = 0.5
desc = inspired_by_culture_desc
}
}
multiply = tradition_replacement_cost_if_relevant
}
}
ai_will_do = {
value = 200
if = {
limit = {
NOT = {
scope:character = {
any_sub_realm_county = {
percent >= 0.15
culture = scope:character.culture
any_county_province = {
has_holding_type = city_holding
}
}
}
}
}
multiply = 0
}
if = {
limit = {
NOT = {
scope:character = {
any_vassal = {
primary_title.tier > tier_county
government_has_flag = government_is_special_republic
}
}
}
}
multiply = 0
}
}
}
tradition_creaght = { tradition_creaght = {
category = societal category = societal

View file

@ -552,6 +552,7 @@ NGovernment = {
"landless_minority_government" "landless_minority_government"
"nomad_government" "nomad_government"
"herder_government" "herder_government"
"peasant_republic_government"
"celestial_government" "celestial_government"
"japan_administrative_government" "japan_administrative_government"
"japan_feudal_government" "japan_feudal_government"
@ -965,7 +966,7 @@ NCounty = {
COUNTY_FERTILITY_DECLINE_FACTOR = 0.125 # Makes all county fertility decline modifiers give out more adjusted growth. 1.1 = 10% stronger decline. Moves equilibriums COUNTY_FERTILITY_DECLINE_FACTOR = 0.125 # Makes all county fertility decline modifiers give out more adjusted growth. 1.1 = 10% stronger decline. Moves equilibriums
COUNTY_FERTILITY_EQUILIBRIUM_FACTOR = 0.09 # 0.007 # Factor value for how sensitive the fertility equilibrium is towards small changes. Inverted in calculations: the lower the value the more sensitive the behavior. Set to 100 to have a clear curve. COUNTY_FERTILITY_EQUILIBRIUM_FACTOR = 0.09 # 0.007 # Factor value for how sensitive the fertility equilibrium is towards small changes. Inverted in calculations: the lower the value the more sensitive the behavior. Set to 100 to have a clear curve.
COUNTY_FERTILITY_MONTHLY_CHANGE_LEVELS = { -20 -0.01 0.01 20 } COUNTY_FERTILITY_MONTHLY_CHANGE_LEVELS = { -20 -0.01 0.01 20 }
COUNTY_FERTILITY_NON_NOMAD_HOLDING_MALUS = -0.75 # Negative mult malus applied to the amount of Herd gained from the county fertility in a county that does not have a Nomad or Herder Holding COUNTY_FERTILITY_NON_NOMAD_HOLDING_MALUS = -0.01 # Negative mult malus applied to the amount of Herd gained from the county fertility in a county that does not have a Nomad or Herder Holding
HERD_GAIN_FROM_COUNTY_MULTIPLIER = 0.5 # Direct multiplier on the base Herd gained from County ( Base Gain = CountyFertility * HERD_GAIN_FROM_COUNTY_MULTIPLIER ) HERD_GAIN_FROM_COUNTY_MULTIPLIER = 0.5 # Direct multiplier on the base Herd gained from County ( Base Gain = CountyFertility * HERD_GAIN_FROM_COUNTY_MULTIPLIER )
} }
@ -1398,7 +1399,7 @@ NBarter = {
BASE_PROGRESS = 15 BASE_PROGRESS = 15
PROGRESS_PER_SOLDIER = 0.005 PROGRESS_PER_SOLDIER = 0.005
LOOT_PER_SOLDIER = 0.1 # How much loot can a single soldier carry? Minimum increment is 0.001 LOOT_PER_SOLDIER = 0.1 # How much loot can a single soldier carry? Minimum increment is 0.001
BARTER_GOODS_TO_LOOT_MULT = 0.5 # Used to convert Barter Goods to Loot. A value of 0.5 means that 2 Barter Goods are worth 1 Loot BARTER_GOODS_TO_LOOT_MULT = 1.5 # Used to convert Barter Goods to Loot. A value of 0.5 means that 2 Barter Goods are worth 1 Loot
} }
NCharacterGlow = { NCharacterGlow = {

View file

@ -0,0 +1,433 @@
farm_estate_main_01 = {
slot_type = main
construction_time = 1
allowed_domicile_types = { farm_estate }
cost = {
gold = estate_external_building_high_cost_tier_2_value
}
character_modifier = {
domicile_monthly_gold_add = 0.25
health = 0.5
domicile_external_slots_capacity_add = 2
monthly_barter_goods = 1
}
ai_value = {
value = 100
}
parameters = {
camp_unlocks_second_officer = yes
camp_unlocks_huntperson_officer = yes
camp_unlocks_chief_forager_officer = yes
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_iranian_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_steppe_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
}
farm_estate_main_02 = {
slot_type = main
construction_time = 730
allowed_domicile_types = { farm_estate }
previous_building = farm_estate_main_01
can_construct = {
culture ?= { has_innovation = innovation_city_planning }
}
cost = {
gold = estate_external_building_high_cost_tier_3_value
}
parameters = {
camp_unlocks_second_officer = yes
reduce_success_of_raid_estate = yes
estate_increase_house_member_investment_cap_1 = yes
monthly_barter_goods = 1.2
}
character_modifier = {
domicile_monthly_gold_add = 0.25
domicile_external_slots_capacity_add = 1
men_at_arms_cap = 1
enemy_hostile_scheme_phase_duration_add = miniscule_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
}
ai_value = {
value = 100
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_iranian_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_steppe_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
}
farm_estate_main_03 = {
slot_type = main
construction_time = 730
allowed_domicile_types = { farm_estate }
previous_building = farm_estate_main_02
can_construct = {
culture ?= { has_innovation = innovation_manorialism }
}
cost = {
gold = estate_external_building_high_cost_tier_4_value
}
parameters = {
camp_unlocks_second_officer = yes
reduce_success_of_raid_estate = yes
estate_increase_house_member_investment_cap_2 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.5
domicile_monthly_gold_mult = 0.02
domicile_external_slots_capacity_add = 1
maa_toughness_mult = 0.05
enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
monthly_barter_goods = 1.4
}
ai_value = {
value = 100
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_iranian_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_steppe_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
}
farm_estate_main_04 = {
slot_type = main
construction_time = 730
allowed_domicile_types = { farm_estate }
previous_building = farm_estate_main_03
can_construct = {
culture ?= { has_innovation = innovation_development_03 }
}
cost = {
gold = estate_external_building_high_cost_tier_5_value
}
parameters = {
camp_unlocks_second_officer = yes
reduce_success_of_raid_estate = yes
estate_increase_house_member_investment_cap_3 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.5
domicile_monthly_gold_mult = 0.03
domicile_external_slots_capacity_add = 1
maa_toughness_mult = 0.05
men_at_arms_cap = 1
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.02
monthly_barter_goods = 1.6
}
ai_value = {
value = 100
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_iranian_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_steppe_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
}
farm_estate_main_05 = {
slot_type = main
construction_time = 730
allowed_domicile_types = { farm_estate }
previous_building = farm_estate_main_04
can_construct = {
culture ?= { has_innovation = innovation_cranes }
}
cost = {
gold = estate_external_building_high_cost_tier_6_value
}
parameters = {
camp_unlocks_second_officer = yes
reduce_success_of_raid_estate = yes
estate_increase_house_member_investment_cap_4 = yes
}
character_modifier = {
domicile_monthly_gold_add = 0.75
domicile_monthly_gold_mult = 0.05
domicile_external_slots_capacity_add = 1
maa_toughness_mult = 0.1
men_at_arms_cap = 1
enemy_hostile_scheme_phase_duration_add = medium_scheme_phase_duration_malus_value
character_travel_safety_mult = 0.04
monthly_barter_goods = 1.8
}
ai_value = {
value = 100
}
asset = {
trigger = {
domicile_location.culture = {
has_graphical_east_asia_culture_group_trigger = yes
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_iranian_culture_group_trigger = yes
has_graphical_mena_culture_group_trigger = yes
has_graphical_steppe_culture_group_trigger = yes
has_graphical_african_culture_group_trigger = yes
has_graphical_india_culture_group_trigger = yes
has_graphical_iberian_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_mena.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_mena_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
trigger = {
domicile_location.culture = {
OR = {
has_graphical_western_culture_group_trigger = yes
has_graphical_norse_culture_group_trigger = yes
}
}
}
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_western.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_western_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
asset = {
icon = "gfx/interface/icons/domicile_building/farm_estate_main.dds"
texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine.dds"
intersectionmask_texture = "gfx/interface/window_domiciles/farm_estate_building_byzantine_mask.png"
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
}
}

View file

@ -3796,7 +3796,7 @@ village_watch_06 = {
### Garden ### Garden
communal_gardens_01 = { communal_gardens_01 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
cost = { cost = {
gold = { gold = {
@ -3920,7 +3920,7 @@ communal_gardens_01 = {
} }
communal_gardens_02 = { communal_gardens_02 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_01 previous_building = communal_gardens_01
cost = { cost = {
@ -4045,7 +4045,7 @@ communal_gardens_02 = {
} }
communal_gardens_03 = { communal_gardens_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_02 previous_building = communal_gardens_02
cost = { cost = {
@ -4172,7 +4172,7 @@ communal_gardens_03 = {
# Leisure Garden sub-branch # Leisure Garden sub-branch
communal_gardens_leisure_04 = { communal_gardens_leisure_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_03 previous_building = communal_gardens_03
can_construct = { can_construct = {
@ -4302,7 +4302,7 @@ communal_gardens_leisure_04 = {
} }
communal_gardens_leisure_05 = { communal_gardens_leisure_05 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_leisure_04 previous_building = communal_gardens_leisure_04
can_construct = { can_construct = {
@ -4432,7 +4432,7 @@ communal_gardens_leisure_05 = {
} }
communal_gardens_leisure_06 = { communal_gardens_leisure_06 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_leisure_05 previous_building = communal_gardens_leisure_05
can_construct = { can_construct = {
@ -4564,7 +4564,7 @@ communal_gardens_leisure_06 = {
# Fruit Garden sub-branch # Fruit Garden sub-branch
communal_gardens_fruit_04 = { communal_gardens_fruit_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_03 previous_building = communal_gardens_03
can_construct = { can_construct = {
@ -4694,7 +4694,7 @@ communal_gardens_fruit_04 = {
} }
communal_gardens_fruit_05 = { communal_gardens_fruit_05 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_fruit_04 previous_building = communal_gardens_fruit_04
can_construct = { can_construct = {
@ -4824,7 +4824,7 @@ communal_gardens_fruit_05 = {
} }
communal_gardens_fruit_06 = { communal_gardens_fruit_06 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = communal_gardens_fruit_05 previous_building = communal_gardens_fruit_05
can_construct = { can_construct = {
@ -6954,7 +6954,7 @@ village_workshop_textile_06 = {
### Storage ### Storage
village_storage_01 = { village_storage_01 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
cost = { cost = {
gold = { gold = {
@ -7037,7 +7037,7 @@ village_storage_01 = {
} }
village_storage_02 = { village_storage_02 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_storage_01 previous_building = village_storage_01
cost = { cost = {
@ -7123,7 +7123,7 @@ village_storage_02 = {
# Warehouse sub-branch # Warehouse sub-branch
village_storage_warehouse_03 = { village_storage_warehouse_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_storage_02 previous_building = village_storage_02
can_construct = { can_construct = {
@ -7209,7 +7209,7 @@ village_storage_warehouse_03 = {
} }
village_storage_warehouse_04 = { village_storage_warehouse_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_storage_warehouse_03 previous_building = village_storage_warehouse_03
can_construct = { can_construct = {
@ -7297,7 +7297,7 @@ village_storage_warehouse_04 = {
# Granary sub-branch # Granary sub-branch
village_storage_granary_03 = { village_storage_granary_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_storage_02 previous_building = village_storage_02
can_construct = { can_construct = {
@ -7386,7 +7386,7 @@ village_storage_granary_03 = {
} }
village_storage_granary_04 = { village_storage_granary_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_storage_granary_03 previous_building = village_storage_granary_03
can_construct = { can_construct = {
@ -7973,7 +7973,7 @@ village_market_06 = {
### Grazing Lands ### Grazing Lands
village_grazing_land_01 = { village_grazing_land_01 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
cost = { cost = {
gold = { gold = {
@ -8093,7 +8093,7 @@ village_grazing_land_01 = {
} }
village_grazing_land_02 = { village_grazing_land_02 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grazing_land_01 previous_building = village_grazing_land_01
cost = { cost = {
@ -8215,7 +8215,7 @@ village_grazing_land_02 = {
} }
village_grazing_land_03 = { village_grazing_land_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grazing_land_02 previous_building = village_grazing_land_02
cost = { cost = {
@ -8338,7 +8338,7 @@ village_grazing_land_03 = {
} }
village_grazing_land_04 = { village_grazing_land_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grazing_land_03 previous_building = village_grazing_land_03
can_construct = { can_construct = {
@ -8452,7 +8452,7 @@ village_grazing_land_04 = {
} }
grazing_land_05 = { grazing_land_05 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grazing_land_04 previous_building = village_grazing_land_04
can_construct = { can_construct = {
@ -8566,7 +8566,7 @@ grazing_land_05 = {
} }
grazing_land_06 = { grazing_land_06 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = grazing_land_05 previous_building = grazing_land_05
can_construct = { can_construct = {
@ -8683,7 +8683,7 @@ grazing_land_06 = {
### Grain Fields ### Grain Fields
village_grain_fields_01 = { village_grain_fields_01 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
cost = { cost = {
gold = { gold = {
@ -8820,7 +8820,7 @@ village_grain_fields_01 = {
} }
village_grain_fields_02 = { village_grain_fields_02 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grain_fields_01 previous_building = village_grain_fields_01
cost = { cost = {
@ -8948,7 +8948,7 @@ village_grain_fields_02 = {
} }
village_grain_fields_03 = { village_grain_fields_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grain_fields_02 previous_building = village_grain_fields_02
can_construct = { can_construct = {
@ -9081,7 +9081,7 @@ village_grain_fields_03 = {
} }
village_grain_fields_04 = { village_grain_fields_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grain_fields_03 previous_building = village_grain_fields_03
can_construct = { can_construct = {
@ -9214,7 +9214,7 @@ village_grain_fields_04 = {
} }
village_grain_fields_05 = { village_grain_fields_05 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grain_fields_04 previous_building = village_grain_fields_04
can_construct = { can_construct = {
@ -9347,7 +9347,7 @@ village_grain_fields_05 = {
} }
village_grain_fields_06 = { village_grain_fields_06 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_grain_fields_05 previous_building = village_grain_fields_05
can_construct = { can_construct = {
@ -9482,7 +9482,7 @@ village_grain_fields_06 = {
### Rice Fields ### Rice Fields
village_rice_field_01 = { village_rice_field_01 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
cost = { cost = {
gold = { gold = {
@ -9559,7 +9559,7 @@ village_rice_field_01 = {
village_rice_field_02 = { village_rice_field_02 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_rice_field_01 previous_building = village_rice_field_01
cost = { cost = {
@ -9636,7 +9636,7 @@ village_rice_field_02 = {
village_rice_field_03 = { village_rice_field_03 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_rice_field_02 previous_building = village_rice_field_02
can_construct = { can_construct = {
@ -9718,7 +9718,7 @@ village_rice_field_03 = {
village_rice_field_04 = { village_rice_field_04 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_rice_field_03 previous_building = village_rice_field_03
can_construct = { can_construct = {
@ -9800,7 +9800,7 @@ village_rice_field_04 = {
village_rice_field_05 = { village_rice_field_05 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_rice_field_04 previous_building = village_rice_field_04
can_construct = { can_construct = {
@ -9882,7 +9882,7 @@ village_rice_field_05 = {
village_rice_field_06 = { village_rice_field_06 = {
construction_time = 730 construction_time = 730
allowed_domicile_types = { minority_community } allowed_domicile_types = { minority_community farm_estate }
previous_building = village_rice_field_05 previous_building = village_rice_field_05
can_construct = { can_construct = {

File diff suppressed because it is too large Load diff

View file

@ -49,6 +49,11 @@ republic_government = {
inherit_from_dynastic_government = no inherit_from_dynastic_government = no
} }
can_get_government = {
culture = {
NOT = { has_cultural_tradition = tradition_farmer_republics }
}
}
ai = { ai = {
arrange_marriage = no arrange_marriage = no
use_goals = no use_goals = no
@ -607,6 +612,77 @@ landless_minority_government = {
realm_mask_offset = { 0.0 0.0 } realm_mask_offset = { 0.0 0.0 }
realm_mask_scale = { 1 1 } realm_mask_scale = { 1 1 }
} }
peasant_republic_government = {
primary_holding = city_holding
valid_holdings = { temple_citadel_holding }
required_county_holdings = { city_holding church_holding }
government_rules = {
create_cadet_branches = yes
court_generate_spouses = yes
council = yes
always_use_patronym = yes
rulers_should_have_dynasty = yes
landless_playable = yes
legitimacy = yes
barter = yes
mercenary = yes
use_as_base_on_landed = yes
allow_out_of_realm_inheritance = no
use_as_base_on_rank_up = yes
uses_county_fertility = yes
sticky_government = yes
replenishes_county_fertility = yes
regiments_use_barter_goods_as_gold = yes
}
can_get_government = {
culture = {
has_cultural_tradition = tradition_farmer_republics
}
}
domicile_type = farm_estate
ai = {
use_scripted_guis = no
}
top_liege_character_modifier = {
county_fertility_decline_add = -10
domain_limit_max = -2
vassal_limit_max = 5
}
character_modifier = {
levy_size = 1.5
feudal_government_tax_contribution_mult = -0.5
feudal_government_levy_contribution_mult = -0.5
clan_government_tax_contribution_mult = -0.5
clan_government_levy_contribution_mult = -0.5
men_at_arms_cap = -1
men_at_arms_limit = -1
knight_limit = -5
active_accolades = -1
title_creation_cost_mult = 1.5
mercenary_hire_cost_mult = 2
men_at_arms_maintenance = 1.5
}
vassal_contract_group = feudal_vassal
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = {
government_is_settled
may_elevate_co_monarch
government_uses_legitimacy
government_uses_domain_limit
government_is_herder
government_has_herd
government_is_barterer
government_is_prepublic
government_locked_to_elective
}
color = hsv{ 0.30 0.60 0.68 }
realm_mask_offset = { 0.0 -0.01 }
realm_mask_scale = { 1 1 }
}
### Brief: nomad_government ### Brief: nomad_government
# Default nomad government, used for the Steppe Region # Default nomad government, used for the Steppe Region
# #
@ -741,6 +817,7 @@ herder_government = {
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player). # Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
flags = { flags = {
government_is_herder government_is_herder
government_is_true_herder
government_has_herd government_has_herd
ignores_faith_marriage_penalties ignores_faith_marriage_penalties
} }

View file

@ -17,6 +17,20 @@
#} #}
#Brytanya #Brytanya
d_nf_colbrugha = { # Cyflymarhyan (Quicksilver)
color = { 100 100 100 }
capital = c_desmond
definite_form = yes
landless = yes
ruler_uses_title_name = no
always_follows_primary_heir = yes
no_automatic_claims = yes
noble_family = yes
destroy_if_invalid_heir = yes
ai_primary_priority = { add = @never_primary_score }
}
d_nf_cyflymarhyan = { # Cyflymarhyan (Quicksilver) d_nf_cyflymarhyan = { # Cyflymarhyan (Quicksilver)
color = { 100 100 100 } color = { 100 100 100 }
capital = c_london capital = c_london

View file

@ -0,0 +1,915 @@
######################
# Legitimacy
######################
count_legitimacy = {
is_valid = {
highest_held_title_tier = tier_county
government_has_flag = government_is_prepublic
NOR = {
government_allows = administrative
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.25
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = -0.1
}
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = -0.25
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.5
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = very_reduced_claim_cb_cost
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.75
monthly_dynasty_prestige = 0.25
county_opinion_add = 20
}
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = extra_reduced_claim_cb_cost
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -1
monthly_dynasty_prestige = 0.5
county_opinion_add = 30
}
flag = extra_increased_marriage_acceptance
flag = extra_increased_alliance_acceptance
flag = extra_reduced_claim_cb_cost
flag = extra_reduced_factions
flag = extra_swing_scales_cost
flag = extra_reduced_title_creation_cost
}
}
duke_legitimacy = {
is_valid = {
highest_held_title_tier = tier_duchy
NOT = {
government_has_flag = government_is_prepublic
}
NOR = {
government_allows = administrative
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.1
county_opinion_add = -5
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = -0.15
}
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.35
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.65
county_opinion_add = 10
}
flag = very_increased_marriage_acceptance
flag = very_reduced_claim_cb_cost
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -1
monthly_dynasty_prestige = 0.25
county_opinion_add = 20
}
flag = extra_increased_marriage_acceptance
flag = extra_reduced_claim_cb_cost
flag = extra_increased_alliance_acceptance
flag = extra_increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = extra_reduced_factions
flag = extra_reduced_swing_scales_cost
flag = extra_reduced_title_creation_cost
}
}
king_legitimacy = {
is_valid = {
highest_held_title_tier = tier_kingdom
NOT = {
government_has_flag = government_is_prepublic
}
OR = {
NOT = { government_allows = administrative }
top_liege = this
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = increased_claim_cb_cost
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.25
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = -0.10
}
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.25
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = reduced_title_creation_cost
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.5
county_opinion_add = 10
monthly_dynasty_prestige = 0.25
}
flag = very_increased_marriage_acceptance
flag = very_reduced_claim_cb_cost
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = very_reduced_title_creation_cost
}
}
emperor_legitimacy = {
is_valid = {
highest_held_title_tier = tier_empire
NOT = {
government_has_flag = government_is_prepublic
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 1
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.65
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.35
monthly_dynasty_prestige = -0.1
county_opinion_add = -10
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.15
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
short_reign_duration_mult = -0.1
}
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
hegemon_legitimacy = {
is_valid = {
highest_held_title_tier = tier_hegemony
NOT = {
government_has_flag = government_is_prepublic
}
NOT = { government_has_flag = government_is_mandala }
NAND = {
has_tgp_dlc_trigger = yes
has_title = title:h_china
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_mandala
}
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 1.25
monthly_dynasty_prestige = -0.4
county_opinion_add = -40
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.2
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = increased_marriage_acceptance
flag = reduced_claim_cb_cost
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
mandate_legitimacy = {
is_valid = {
highest_held_title_tier = tier_hegemony
NOT = {
government_has_flag = government_is_prepublic
}
has_tgp_dlc_trigger = yes
has_title = title:h_china
}
# must be equal to the dynastic_cycle_legitimacy_expectation script value and not dependent on vassal scopes
ai_expected_level = dynastic_cycle_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = mandate_legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
on_level_entered = {
situation:dynastic_cycle ?= {
if = {
limit = {
situation_top_has_catalyst = catalyst_hegemon_lost_mandate_of_heaven
months_from_game_start > 0 # We check this to avoid potentially triggering this immediately on game start
}
trigger_situation_catalyst = catalyst_hegemon_lost_mandate_of_heaven
}
}
}
on_level_entered_desc = {
desc = legitimacy_on_entered_lost_mandate
}
modifier = {
short_reign_duration_mult = 1.25
monthly_dynasty_prestige = -0.4
county_opinion_add = -40
}
flag = massively_reduced_marriage_acceptance
flag = massively_increased_claim_cb_cost
flag = massively_reduced_vassalization_acceptance
flag = massively_reduced_tributarization_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_increased_factions
flag = massively_increased_swing_scales_cost
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.75
monthly_dynasty_prestige = -0.3
county_opinion_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_increased_claim_cb_cost
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_increased_factions
flag = very_increased_swing_scales_cost
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.5
monthly_dynasty_prestige = -0.2
county_opinion_add = -20
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = increased_claim_cb_cost
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = increased_factions
flag = increased_swing_scales_cost
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
short_reign_duration_mult = 0.2
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_claim_cb_cost
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
short_reign_duration_mult = -0.25
county_opinion_add = 10
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
level = {
threshold = legitimacy_level_7 # 1650-6600
modifier = {
tributary_opinion = 20
county_opinion_add = 20
monthly_dynasty_prestige = 0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = extra_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
level = {
threshold = legitimacy_level_8
modifier = {
tributary_opinion = 30
county_opinion_add = 25
monthly_dynasty_prestige = 0.25
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = extra_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_title_creation_cost
flag = reduced_swing_scales_cost
}
}
nomadic_legitimacy = {
is_valid = {
has_mpo_dlc_trigger = yes
NOT = {
government_has_flag = government_is_prepublic
}
government_has_flag = government_is_nomadic
}
ai_expected_level = default_ai_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
county_opinion_add = -10
herd_gain_mult = -0.05
dread_baseline_add = -30
}
flag = very_reduced_marriage_acceptance
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = very_reduced_tributarization_acceptance
flag = very_reduced_confederation_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 50
level = {
threshold = legitimacy_level_2 # 50-200
modifier = {
short_reign_duration_mult = 0.5
county_opinion_add = -5
dread_baseline_add = -15
}
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_tributarization_acceptance
flag = reduced_confederation_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 100
level = {
threshold = legitimacy_level_3 # 150-600
modifier = {
short_reign_duration_mult = 0.25
dread_baseline_add = -5
}
flag = reduced_marriage_acceptance
flag = reduced_vassalization_acceptance
flag = reduced_obedience_acceptance
}
# Gap of at least 200
level = {
threshold = legitimacy_level_4 # 350-1400
modifier = {
tributary_opinion = 5
herd_gain_mult = 0.05
}
flag = increased_obedience_acceptance
}
# Gap of at least 350
level = {
threshold = legitimacy_level_5 # 700-2800
modifier = {
tributary_opinion = 10
herd_gain_mult = 0.15
}
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = increased_tributarization_acceptance
flag = increased_confederation_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
flag = increased_obedience_acceptance
}
# Gap of at least 500
level = {
threshold = legitimacy_level_6 # 1200-4800
modifier = {
tributary_opinion = 15
county_opinion_add = 10
monthly_dynasty_prestige = 0.25
herd_gain_mult = 0.30
}
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = very_increased_tributarization_acceptance
flag = very_increased_confederation_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
flag = increased_obedience_acceptance
}
}
mandala_legitimacy = {
is_valid = {
has_tgp_dlc_trigger = yes
NOT = {
government_has_flag = government_is_prepublic
}
government_has_flag = government_is_mandala
}
ai_expected_level = default_ai_mandala_legitimacy_expectation
below_expectations_opinion = default_legitimacy_opinion_penalty
max = mandala_legitimacy_max
# Scales based on Tier and Era
## A Tribal era Count requires 4x less than a Late Medieval era Emperor
level = {
threshold = mandala_legitimacy_level_1
modifier = {
short_reign_duration_mult = 0.75
county_opinion_add = -10
monthly_piety_gain_mult = -0.05
}
flag = massively_increased_claim_cb_cost
flag = massively_reduced_marriage_acceptance
flag = massively_reduced_alliance_acceptance
flag = massively_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = very_increased_factions
}
# Gap of at least 200
level = {
threshold = mandala_legitimacy_level_2 # 200-800
modifier = {
short_reign_duration_mult = 0.5
county_opinion_add = -5
}
flag = very_increased_claim_cb_cost
flag = very_reduced_marriage_acceptance
flag = very_reduced_alliance_acceptance
flag = very_reduced_vassalization_acceptance
flag = slightly_reduced_tributarization_acceptance
flag = increased_factions
}
# Gap of at least 220
level = {
threshold = mandala_legitimacy_level_3 # 420-1680
modifier = {
short_reign_duration_mult = 0.25
}
flag = increased_claim_cb_cost
flag = reduced_marriage_acceptance
flag = reduced_alliance_acceptance
flag = reduced_vassalization_acceptance
flag = increased_factions
}
# Gap of at least 220
level = {
threshold = mandala_legitimacy_level_4 # 640-2560
modifier = {
tributary_opinion = 5
monthly_piety_gain_mult = 0.05
}
flag = reduced_vassalization_acceptance
}
# Gap of at least 270
level = {
threshold = mandala_legitimacy_level_5 # 910-3640
modifier = {
tributary_opinion = 10
monthly_piety_gain_mult = 0.15
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
}
# Gap of at least 330
level = {
threshold = mandala_legitimacy_level_6 # 1240-4960
modifier = {
tributary_opinion = 15
county_opinion_add = 10
monthly_piety_gain_mult = 0.2
monthly_dynasty_prestige = 0.15
}
flag = reduced_claim_cb_cost
flag = increased_marriage_acceptance
flag = increased_alliance_acceptance
flag = very_increased_tributarization_acceptance
flag = reduced_factions
flag = reduced_swing_scales_cost
}
# Gap of at least 550
level = {
threshold = mandala_legitimacy_level_7 # 1650-6600
modifier = {
tributary_opinion = 20
county_opinion_add = 20
monthly_piety_gain_mult = 0.3
monthly_dynasty_prestige = 0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = extra_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
}
# Gap of at least 550
level = {
threshold = mandala_legitimacy_level_8 # 2200-8800
modifier = {
tributary_opinion = 30
county_opinion_add = 25
monthly_piety_gain_mult = 0.35
monthly_dynasty_prestige = 0.25
faith_conversion_piety_cost_mult = -0.15
}
flag = very_reduced_claim_cb_cost
flag = very_increased_marriage_acceptance
flag = very_increased_alliance_acceptance
flag = increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = very_reduced_factions
flag = very_reduced_swing_scales_cost
}
# Gap of at least 700
level = {
threshold = mandala_legitimacy_level_9 # 3000-12000
modifier = {
tributary_opinion = 35
county_opinion_add = 35
monthly_piety_gain_mult = 0.4
monthly_dynasty_prestige = 0.3
faith_conversion_piety_cost_mult = -0.3
}
flag = extra_reduced_claim_cb_cost
flag = extra_increased_marriage_acceptance
flag = extra_increased_alliance_acceptance
flag = very_increased_vassalization_acceptance
flag = extra_increased_tributarization_acceptance
flag = extra_reduced_factions
flag = extra_reduced_swing_scales_cost
}
}

View file

@ -0,0 +1,59 @@
<key> = {
# Should this legitimacy type apply to this playable ruler, evaluated daily for the player, yearly for AI
# First valid one is selected
# root = ruler character
is_valid = {
<triggers>
}
# What level the AI expects of a liege with this legitimacy type
# root = vassal
# scope:liege = liege character
ai_expected_level = {
<script value>
}
# Opinion change for a vassal of their liege for each level below the vassal's expected legitimacy the liege is
# root = opinion holder, person who has an opinion of target
# scope:target = opinion target, aka the liege
below_expectations_opinion = <script_value>
# Maximum value of legitimacy of this type, should be larger than the last threshold
max = <script_value>
# Multiple levels can be read in, the last one a ruler is >= will be the applied level
# First level must have a threshold of 0
level = {
# root = ruler character
threshold = <script_value>
# Effect run when gaining this legitimacy level
# root = ruler character
on_level_entered = {
<effects>
}
# Dynamic description for the on_level_entered effect
# root = ruler character
on_level_entered_desc = {
first_valid = {
}
}
modifier = {
# What modifiers are applied
<modifiers>
}
# Flags to be checked with has_legitimacy_flag
# Multiple can be read in
flag = <flag_name>
}
level = {
...
}
level = {
...
}
}

View file

@ -40,7 +40,7 @@ light_footmen = {
can_recruit = { can_recruit = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -93,7 +93,7 @@ bowmen = {
can_recruit = { can_recruit = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -152,7 +152,7 @@ light_horsemen = {
can_recruit = { can_recruit = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -219,7 +219,7 @@ pikemen_unit = {
can_recruit = { can_recruit = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -276,7 +276,7 @@ armored_footmen = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -331,7 +331,7 @@ onager = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -377,7 +377,7 @@ armored_horsemen = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
NOT = { NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
@ -441,7 +441,7 @@ mangonel = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -487,7 +487,7 @@ crossbowmen = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -543,7 +543,7 @@ trebuchet = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -585,7 +585,7 @@ bombard = {
} }
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }

View file

@ -0,0 +1,417 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)
# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15
@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30
@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24
nomadic_riders = {
type = nomadic_horde
damage = 12
toughness = 12
pursuit = 10
screen = 15
terrain_bonus = {
steppe = { damage = 8 pursuit = 10 }
plains = { damage = 4 pursuit = 6 }
drylands = { damage = 4 pursuit = 6 }
}
# No cost as this is the basic type of MAA given by converting your Herd
provision_cost = @provisions_cost_cavalry_cheap
# Prevents this MaA type from being shown in the interface
# Nomadic Riders are always created and raised from code
special_recruit_only = yes
illustration = {
trigger = {
OR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_true_herder
}
}
reference = nomadic_riders
}
illustration = {
reference = light_cavalry
}
stack = 100
# No AI for the same reason as above
icon = nomadic_riders
}
torch_bearers = {
type = siege_weapon
fights_in_main_phase = no
damage = 20
toughness = 12
siege_tier = 1
siege_value = 0.1
can_recruit = {
government_has_flag = government_is_nomadic
}
holding_bonus = {
nomad_holding = {
siege_value = 0.3
}
tribal_holding = {
siege_value = 0.1
}
}
buy_cost = { gold = torch_bearers_recruitment_cost }
low_maintenance_cost = { gold = torch_bearers_low_maint_cost }
high_maintenance_cost = { gold = torch_bearers_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = torch_bearers
}
kheshig = {
type = archer_cavalry
damage = 94
toughness = 60
pursuit = 24
screen = 36
terrain_bonus = {
steppe = { damage = 90 screen = 20 }
plains = { damage = 50 screen = 10 }
drylands = { damage = 20 }
jungle = { damage = -40 pursuit = -20 }
wetlands = { damage = -70 pursuit = -40 }
mountains = { damage = -70 pursuit = -40 }
desert_mountains = { damage = -70 pursuit = -40 }
}
can_recruit = {
dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_4 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
elephant_cavalry = 1
}
max_regiments = 1
buy_cost = { gold = kheshig_recruitment_cost }
low_maintenance_cost = { gold = kheshig_veterans_low_maint_cost }
high_maintenance_cost = { gold = kheshig_veterans_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = { value = 100 }
icon = keshig
}
steppe_raiders = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
steppe = { damage = 15 }
plains = { damage = 15 }
drylands = { damage = 15 }
desert = { damage = 10 }
forest = { damage = 5 }
taiga = { damage = 5 }
mountains = { damage = -5 pursuit = -10 }
desert_mountains = { damage = -5 pursuit = -10 }
wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -15 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
}
buy_cost = { gold = steppe_raiders_recruitment_cost }
low_maintenance_cost = { gold = steppe_raiders_low_maint_cost }
high_maintenance_cost = { gold = steppe_raiders_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
add = -20
}
icon = steppe_raiders
}
heavy_horse_archers = {
type = archer_cavalry
damage = 92
toughness = 42
pursuit = 24
screen = 24
terrain_bonus = {
steppe = { damage = 80 }
plains = { damage = 40 }
forest = { damage = -20 pursuit = -10 }
taiga = { damage = -20 pursuit = -10 }
jungle = { damage = -50 pursuit = -25 }
wetlands = { damage = -85 pursuit = -40 }
mountains = { damage = -85 pursuit = -40 }
desert_mountains = { damage = -85 pursuit = -40 }
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
exists = domicile
}
domicile = {
has_domicile_parameter = unlock_maa_heavy_horse_archers
}
}
}
counters = {
light_cavalry = 1
elephant_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_horse_archers_recruitment_cost }
low_maintenance_cost = { gold = heavy_horse_archers_low_maint_cost }
high_maintenance_cost = { gold = heavy_horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = heavy_horse_archers
}
nomad_lancers = {
type = heavy_cavalry
damage = 120
toughness = 30
pursuit = 20
screen = 0
terrain_bonus = {
steppe = { damage = 50 }
plains = { damage = 40 }
drylands = { damage = 10 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
counters = {
archers = 0.5
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = nomad_lancers_recruitment_cost }
low_maintenance_cost = { gold = nomad_lancers_low_maint_cost }
high_maintenance_cost = { gold = nomad_lancers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = culture_ai_weight_heavy_cavalry
add = 100
}
icon = nomad_lancers
}
mangudai = {
type = archer_cavalry
damage = 50
toughness = 6
pursuit = 60
screen = 10
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
hills = { damage = 10 }
mountains = { damage = -10 pursuit = -10 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
pikemen = 0.5
peasant_militia = 2
heavy_infantry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_mangudai }
}
buy_cost = { gold = mangudai_recruitment_cost }
low_maintenance_cost = { gold = mangudai_low_maint_cost }
high_maintenance_cost = { gold = mangudai_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
}
icon = mangudai
}
cataphract_archers = {
type = heavy_cavalry
damage = 90
toughness = 52
pursuit = 20
screen = 10
terrain_bonus = {
steppe = { damage = 40 }
drylands = { damage = 40 }
plains = { damage = 40 }
hills = { damage = -20 }
desert_mountains = { damage = -50 }
mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract_archers }
#Either non-nomadic or has some dominance
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
OR = {
NOT = {
government_has_flag = government_is_nomadic
}
has_realm_law_flag = unlock_maa_nomad_lancers
}
}
counters = {
archer_cavalry = 1
archers = 1
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = cataphract_archers_recruitment_cost }
low_maintenance_cost = { gold = cataphract_archers_low_maint_cost }
high_maintenance_cost = { gold = cataphract_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 200
}
icon = cataphract_archers
}
maturkan_warriors = {
type = archers
damage = 16
toughness = 15
pursuit = 0
screen = 16
terrain_bonus = {
taiga = { damage = 12 toughness = 6 }
forest = { damage = 10 toughness = 4 }
hills = { damage = 6 toughness = 3 }
mountains = { damage = 6 toughness = 3 }
}
counters = {
skirmishers = 1
}
winter_bonus = {
harsh_winter = { toughness = 6 screen = 12 }
normal_winter = { toughness = 4 screen = 8 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_maturkan_warriors }
}
buy_cost = { gold = maturkan_warriors_recruitment_cost }
low_maintenance_cost = { gold = maturkan_warriors_low_maint_cost }
high_maintenance_cost = { gold = maturkan_warriors_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = counter_synergy_ai_weight_archers
}
icon = maturkan_warriors
}

View file

@ -46,7 +46,7 @@ building_requirement_nomad_holding_in_county = {
building_requirement_herder = { building_requirement_herder = {
scope:holder ?= { scope:holder ?= {
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,849 @@
###TRIGGER LIST###
#GUEST/COURTIER LEAVING/ARRIVING TRIGGERS:
#any_child_not_in_traveling_family_trigger
#any_consort_not_in_traveling_family_trigger
#courtier_allowed_to_leave_trigger
#guest_allowed_to_leave_trigger
#guest_allowed_to_arrive_trigger
#GUEST/COURTIER USEFULNESS:
#courtier_or_guest_claim_trigger
#useful_courtier_or_guest_claim_trigger
#has_useful_potential_spouse_claim_trigger
#guest_knight_candidate_trigger
#guest_commander_candidate_trigger
#guest_vassal_candidate_trigger
#guest_physician_candidate_trigger
#guest_male_female_balance_trigger
#child_available_for_guest_marriage_trigger
#guest_marriage_candidate_trigger
#POOL CHARACTER TRIGGERS:
#pool_character_is_pruneable_trigger
####GUEST/COURTIER LEAVING/ARRIVING TRIGGERS###
same_location_and_court_status_as = { # Same location and both are in court / are guests / are pool characters
exists = location
exists = $CHARACTER$.location
location = $CHARACTER$.location
OR = {
is_in_the_same_court_as = $CHARACTER$
trigger_if = {
limit = { $CHARACTER$ = { is_pool_guest = yes } }
is_pool_guest = yes
}
trigger_if = {
limit = { $CHARACTER$ = { is_pool_character = yes } }
is_pool_character = yes
}
}
}
any_child_not_in_traveling_family_trigger = {
save_temporary_scope_as = traveler
exists = location
any_child = {
is_adult = no
same_location_and_court_status_as = { CHARACTER = scope:traveler }
save_temporary_scope_as = checking_child
scope:traveler = {
NOT = {
any_traveling_family_member = { this = scope:checking_child }
}
}
}
}
any_consort_not_in_traveling_family_trigger = {
save_temporary_scope_as = traveler
exists = location
any_spouse = {
exists = location
same_location_and_court_status_as = { CHARACTER = scope:traveler }
save_temporary_scope_as = checking_consort
scope:traveler = {
NOT = {
any_traveling_family_member = { this = scope:checking_consort }
}
}
}
}
courtier_allowed_to_leave_trigger = {
save_temporary_scope_as = leaving_courtier
NOR = {
# Not blocked by script
has_character_flag = blocked_from_leaving
is_councillor_of = scope:liege
is_consort_of = scope:liege
scope:liege = {
player_heir_position = {
target = scope:leaving_courtier
value <= 2 #Not 1st, 2nd or 3rd player heir (0,1,2)
}
}
has_any_court_position = yes
has_relation_lover = scope:liege
is_knight_of = scope:liege
is_tax_collector_of = scope:liege
any_relation = {
type = ward
OR = {
this = scope:liege
AND = {
is_courtier_of = scope:liege
OR = {
NOT = { any_close_family_member = { this = scope:leaving_courtier } }
any_close_family_member = { this = scope:liege }
}
}
}
}
any_relation = {
type = guardian
OR = {
this = scope:liege
AND = {
is_courtier_of = scope:liege
OR = {
NOT = { any_close_family_member = { this = scope:leaving_courtier } }
any_close_family_member = { this = scope:liege }
}
}
}
}
any_relation = {
type = mentor
OR = {
this = scope:liege
AND = {
is_courtier_of = scope:liege
OR = {
NOT = { any_close_family_member = { this = scope:leaving_courtier } }
any_close_family_member = { this = scope:liege }
}
}
}
}
any_relation = {
type = student
OR = {
this = scope:liege
AND = {
is_courtier_of = scope:liege
OR = {
NOT = { any_close_family_member = { this = scope:leaving_courtier } }
any_close_family_member = { this = scope:liege }
}
}
}
}
#Keep daughters/sons for marriages
AND = {
OR = {
is_child_of = scope:liege
is_grandchild_of = scope:liege
is_great_grandchild_of = scope:liege
}
NOT = { has_trait = bastard }
trigger_if = { #Daughters
limit = { is_female = yes }
scope:liege = {
OR = {
has_realm_law = male_only_law
has_realm_law = male_preference_law
}
}
}
trigger_else = { #Sons
scope:liege = {
OR = {
has_realm_law = female_only_law
has_realm_law = female_preference_law
}
}
}
}
#No children of liege can leave court while children
AND = {
OR = {
is_child_of = scope:liege
is_grandchild_of = scope:liege
is_great_grandchild_of = scope:liege
}
is_adult = no
}
#Claimant won't leave while claim is pressed...
scope:liege = { pressing_claim_of_character_trigger = { CHARACTER = scope:leaving_courtier } }
#Would be leaving without a child or consort
any_child_not_in_traveling_family_trigger = yes
any_consort_not_in_traveling_family_trigger = yes
#...Or while they have a promise for a claim getting pressed
has_character_flag = courtier_staying_for_claim
#...Or if they're involved in an ongoing event
has_variable = stewardship_duty_1062_employer
#...Or if someone is trying to elope with them
any_targeting_scheme = {
scheme_type = elope
}
#Non-dominant spouses don't wander off
AND = {
is_married = yes
any_spouse = {
OR = {
liege ?= scope:leaving_courtier.liege
AND = {
exists = host
exists = scope:leaving_courtier.host
liege = scope:leaving_courtier.host
}
is_in_the_same_court_as = scope:leaving_courtier
}
}
trigger_if = {
limit = { is_female = yes }
scope:liege = {
OR = {
has_realm_law = male_only_law
has_realm_law = male_preference_law
}
}
}
trigger_else = {
scope:liege = {
OR = {
has_realm_law = female_only_law
has_realm_law = female_preference_law
}
}
}
}
# Diarchs don't leave their court.
is_diarch = yes
is_designated_diarch = yes
#Shieldmaidens stay till dismissed.
has_trait = shieldmaiden
# Children taught a lesson won't leave
has_character_modifier = mellowed_spirit
# Courtiers with sponsored inspirations won't leave on their own.
inspiration ?= { exists = inspiration_sponsor }
scope:liege = { government_has_flag = government_is_landless_adventurer }
is_obedient_to = scope:liege
AND = {
scope:liege.primary_title = title:h_china
OR = {
is_child_of = scope:liege
is_grandchild_of = scope:liege
is_great_grandchild_of = scope:liege
}
}
}
}
guest_allowed_to_leave_trigger = {
NOR = {
# Not blocked by script
has_character_flag = blocked_from_leaving
#Agent in a local scheme
scope:host = {
any_courtier = {
any_targeting_scheme = {
any_scheme_agent_character = {
this = scope:guest
}
}
}
}
scope:host = {
any_targeting_scheme = {
any_scheme_agent_character = {
this = scope:guest
}
}
}
any_child = { # No child can be a known child of the host
is_adult = no
any_parent = { this = scope:host }
}
# Diarchs don't leave their court.
is_diarch = yes
is_designated_diarch = yes
#Would be leaving without spouse or underage child
any_child_not_in_traveling_family_trigger = yes
any_consort_not_in_traveling_family_trigger = yes
#Is waiting for inspiration funding
exists = inspiration
}
}
guest_allowed_to_arrive_trigger = {
trigger_if = {
limit = { exists = var:last_visited_ruler }
NOT = { var:last_visited_ruler = $HOST$ }
}
trigger_if = { # Make sure that they're not trying to go back to where they are right now
limit = { exists = host }
NOT = { host = $HOST$ }
}
NOT = { has_trait_with_flag = epidemic_disease }
NOT = { has_relation_rival = $HOST$ }
#Compatible faiths
faith = {
save_temporary_scope_as = potential_guest_faith
faith_hostility_level = {
target = $HOST$.faith
value < faith_evil_level
}
}
$HOST$.faith = {
faith_hostility_level = {
target = scope:potential_guest_faith
value < faith_evil_level
}
}
#Isn't too good for host
NAND = {
OR = {
any_claim = { tier = tier_empire }
any_close_family_member = { highest_held_title_tier = tier_empire }
}
$HOST$ = { highest_held_title_tier <= tier_county }
}
} #Note: this trigger used to contain opinion triggers but then some awful rulers could never get guests because everyone hates them
#This is a localized trigger for checking that a character do not have a spouse that's employed or has some other circumstance blocking them from being recruited to a court
can_recruit_character_to_court_trigger = {
$RECRUITER$ = { save_temporary_scope_as = recruiter }
$RECRUITEE$ = { save_temporary_scope_as = recruitee }
scope:recruitee = {
bp2_valid_for_standard_interactions_trigger = yes
trigger_if = {
limit = { is_adult = no }
custom_description = {
text = is_not_wandering_child
subject = scope:recruitee
OR = {
is_close_or_extended_family_of = scope:recruiter
scope:recruiter = {
any_spouse = {
any_child = { this = scope:recruitee }
}
}
trigger_if = {
limit = {
scope:recruiter.culture = { has_cultural_parameter = wider_adoption }
scope:recruitee.culture = { has_cultural_parameter = wider_adoption }
}
NOT = {
any_parent = {
is_alive = yes
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = liege }
}
}
}
}
}
}
NOR = {
is_imprisoned = yes
is_theocratic_lessee = yes
is_diarch = yes
trigger_if = {
limit = {
exists = host
host = { is_ai = no }
NOT = { is_player_heir_of = scope:recruiter }
}
is_player_heir_of = host
}
trigger_if = {
limit = {
exists = host
host = { is_ai = yes }
NOT = { is_player_heir_of = scope:recruiter }
}
is_primary_heir_of = host
}
trigger_if = {
limit = { exists = host }
is_consort_of = host
}
trigger_if = {
limit = { exists = host }
host = {
pressing_claim_of_character_trigger = { CHARACTER = scope:recruitee }
}
}
trigger_if = {
limit = { exists = host }
#Are they employed?
is_councillor_of = scope:recruitee.host
is_knight_of = scope:recruitee.host
any_relation = {
type = ward
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = guardian
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = mentor
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = student
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_court_position_employer = { this = scope:recruitee.host }
}
trigger_if = {
limit = {
scope:recruiter = { has_government = landless_adventurer_government }
}
custom_tooltip = {
text = can_recruit_character_to_court_trigger.tt.laamps_invitation_restrictions
NOR = {
is_player_heir_of = scope:recruiter
has_relation_soulmate = scope:recruiter
has_relation_best_friend = scope:recruiter
is_consort_of = scope:recruiter
AND = {
is_pool_character = yes
OR = {
has_relation_friend = scope:recruiter
has_relation_lover = scope:recruiter
is_close_family_of = scope:recruiter
}
}
}
}
}
#Do they have the "wrong" marriage type and the spouse is employed?
custom_description = {
text = is_married_matrilineally_and_spouse_is_dominant_partner
subject = scope:recruitee
any_spouse = {
is_female = yes
matrilinear_marriage = yes
host ?= scope:recruitee.host
save_temporary_scope_as = spouse
OR = { #Is employed in some way
is_councillor_of = scope:recruitee.host
is_knight_of = scope:recruitee.host
any_relation = {
type = ward
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = guardian
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = mentor
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = student
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
scope:spouse = {
any_court_position_employer = { this = scope:recruitee.host }
}
}
}
}
custom_description = {
text = is_married_patrilineally_and_spouse_is_dominant_partner
subject = scope:recruitee
any_spouse = {
is_male = yes
patrilinear_marriage = yes
host ?= scope:recruitee.host
save_temporary_scope_as = spouse
OR = { #Is employed in some way
is_councillor_of = scope:recruitee.host
is_knight_of = scope:recruitee.host
any_relation = {
type = ward
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = guardian
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = mentor
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
any_relation = {
type = student
OR = {
this = scope:recruitee.host
is_close_family_of = scope:recruitee.host
}
}
scope:spouse = {
any_court_position_employer = { this = scope:recruitee.host }
}
}
}
}
custom_description = {
text = "is_escaped_prisoner"
subject = scope:recruitee
OR = {
has_opinion_modifier = {
modifier = attempted_imprisonment_opinion
target = scope:recruiter
}
has_opinion_modifier = {
modifier = treasonous_imprison_refusal
target = scope:recruiter
}
AND = {
exists = var:escaped_imprisonment_from
var:escaped_imprisonment_from = scope:recruiter
}
}
}
}
}
}
###GUEST/COURTIER USEFULNESS TRIGGERS###
courtier_or_guest_claim_trigger = {
exists = holder
NOT = {
holder = {
OR = {
this = $RULER$
target_is_liege_or_above = $RULER$
}
}
}
}
useful_courtier_or_guest_claim_trigger = {
courtier_or_guest_claim_trigger = { RULER = $RULER$ }
tier < $RULER$.highest_held_title_tier
$RULER$ = { is_landed = yes }
OR = { #For distance check
exists = title_province
exists = holder.capital_province
}
#The higher tier the ruler has, the longer distance is acceptable
#We prefer to measure against the title's province, but if there is none, check its holder
trigger_if = {
limit = { $RULER$ = { highest_held_title_tier = tier_empire } }
trigger_if = {
limit = { exists = title_province }
title_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_almost_massive } }
}
trigger_else = {
holder.capital_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_almost_massive } }
}
}
trigger_else_if = {
limit = { $RULER$ = { highest_held_title_tier = tier_kingdom } }
trigger_if = {
limit = { exists = title_province }
title_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_huge } }
}
trigger_else = {
holder.capital_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_huge } }
}
}
trigger_else_if = {
limit = { $RULER$ = { highest_held_title_tier = tier_duchy } }
trigger_if = {
limit = { exists = title_province }
title_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_large } }
}
trigger_else = {
holder.capital_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_large } }
}
}
trigger_else = {
trigger_if = {
limit = { exists = title_province }
title_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_medium } }
}
trigger_else = {
holder.capital_province = { squared_distance = { target = $RULER$.capital_province value <= squared_distance_medium } }
}
}
}
neighboring_useful_courtier_or_guest_claim_trigger = {
courtier_or_guest_claim_trigger = { RULER = $RULER$ }
tier < $RULER$.highest_held_title_tier
exists = $RULER$.capital_province
holder = {
any_sub_realm_county = {
is_neighbor_to_realm = $RULER$
}
}
}
has_useful_potential_spouse_claim_trigger = {
any_claim = {
pressed = yes
exists = holder
NOT = {
holder = {
OR = {
this = $RULER$
target_is_liege_or_above = $RULER$
}
}
}
}
}
guest_knight_candidate_trigger = {
can_be_knight_trigger = { ARMY_OWNER = $HOST$ }
age < 60
age >= 25
prowess > medium_skill_rating
}
guest_commander_candidate_trigger = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $HOST$ }
age < 60
age >= 25
martial > medium_skill_rating
}
guest_vassal_candidate_good_traits_trigger = {
OR = { #Gives +opinion of liege
has_trait = content
has_trait = trusting
has_trait = humble
}
}
guest_vassal_candidate_bad_traits_trigger = {
OR = { #Gives -opinion of liege
has_trait = ambitious
has_trait = arrogant
has_trait = impatient
}
}
guest_vassal_candidate_trigger = {
age < 60
faith = scope:host.faith
culture = scope:host.culture
faith = {
has_dominant_ruling_gender = prev
}
guest_vassal_candidate_bad_traits_trigger = no
save_temporary_scope_as = vassal_candidate
is_eunuch_trigger = no
NOR = { #So they don't leave your realm through inheritance
any_heir_title = {
scope:guest = { is_primary_heir_of = scope:vassal_candidate }
}
any_child = { is_playable_character = yes }
has_trait = devoted
has_trait = order_member
}
}
guest_physician_candidate_trigger = {
age < 70
learning >= decent_skill_rating
}
guest_male_female_balance_trigger = { #are you interesting enough to get "upbalanced" to make up for lack of available positions due to your gender?
is_adult = yes
age <= 65
is_lowborn = no
}
child_available_for_guest_marriage_trigger = {
is_married = no
is_betrothed = no
age >= 10
OR = {
is_vassal_of = scope:host
is_courtier_of = scope:host
}
}
guest_marriage_candidate_trigger = {
save_temporary_scope_as = marriage_candidate
OR = {
is_male = yes
age <= 40
}
OR = {
AND = {
is_married = no
can_marry_character_trigger = { CHARACTER = scope:host }
}
scope:host = {
any_child = {
child_available_for_guest_marriage_trigger = yes
can_marry_character_trigger = { CHARACTER = scope:marriage_candidate }
}
}
}
}
###POOL TRIGGERS###
is_visitable_relation_trigger = {
capital_province ?= { local_pool_is_full_trigger = no }
NOR = {
this = $CHARACTER$.host
has_relation_rival = $CHARACTER$
}
$CHARACTER$ = {
NOT = {
var:last_visited_ruler ?= prev
}
}
}
###########################
# POOL CHARACTER TRIGGERS #
###########################
pool_character_is_pruneable_trigger = {
save_temporary_scope_as = pool_prune_check
is_adult = yes
NOR = {
has_trait = heresiarch
has_trait = populist_leader
has_trait = adventurer_follower
has_trait = adventurer
has_trait = historical_character
has_character_flag = ai_will_not_convert
is_married = yes
any_claim = { }
any_child = { is_adult = no }
any_relation = {
type = lover
is_ruler = yes
}
any_relation = {
type = friend
is_ruler = yes
}
any_close_or_extended_family_member = { is_ruler = yes }
#Belongs to a dynasty with more than 1 member
any_relation = {
type = rival
is_ai = no
}
has_character_flag = easteregg
}
trigger_if = {
limit = {
is_lowborn = no
}
NOR = {
diplomacy >= high_skill_rating
martial >= high_skill_rating
stewardship >= high_skill_rating
intrigue >= high_skill_rating
learning >= high_skill_rating
prowess >= high_skill_rating
dynasty ?= { any_dynasty_member = { this != scope:pool_prune_check } }
any_relation = {
type = rival
is_ruler = yes
}
culture = {
has_cultural_tradition = tradition_diasporic
}
}
}
}
local_pool_is_full_trigger = {
number_of_characters_in_pool >= full_pool_size
}
guest_poet_candidate_trigger = {
age < 80
age >= 16
diplomacy > medium_skill_rating
}
is_courtier_or_knight_of_root = {
OR = {
is_courtier_of = root
is_knight_of = root
}
}
guest_herder_candidate_trigger = {
government_has_flag = government_is_true_herder
has_trait = lifestyle_seasoned_pastor
trigger_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
is_male = yes
}
trigger_if = {
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
is_female = yes
}
age < 45
age >= 25
}

View file

@ -393,7 +393,7 @@ valid_laamp_basic_trigger = {
# Plus some standard stuff. # Plus some standard stuff.
is_alive = yes is_alive = yes
is_adult = yes is_adult = yes
NOT = { government_has_flag = government_is_herder } NOT = { government_has_flag = government_is_true_herder }
} }
$EMPLOYER$ = { is_incapable = no } $EMPLOYER$ = { is_incapable = no }
# Laamps shouldn't offer contracts in their local area, ever. # Laamps shouldn't offer contracts in their local area, ever.

View file

@ -424,7 +424,7 @@ can_have_city_succession_law_trigger = {
} }
can_have_herder_succession_law_trigger = { can_have_herder_succession_law_trigger = {
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
title_can_reduce_partition_law_trigger = { title_can_reduce_partition_law_trigger = {

View file

@ -0,0 +1,635 @@
####MARRIAGE TRIGGER LIST###
#GENERAL MARRIAGE TRIGGERS
#can_marry_common_trigger
#can_marry_trigger
#could_marry_character_trigger
#can_marry_character_trigger
#marriage_between_characters_unlocks_alliance_of_min_tier_trigger
#can_become_concubine
#MARRIAGE INTERACTION TRIGGERS
#############################
# GENERAL MARRIAGE TRIGGERS #
#############################
# Is allowed to marry (current marriage/concubine status ignored)
can_marry_common_trigger = {
is_alive = yes
NOT = { has_trait_with_flag = can_not_marry }
trigger_if = {
limit = {
exists = primary_title
}
NOR = {
# Block Mercenaries from marrying or showing up in marriage interactions
primary_title = {
is_mercenary_company = yes
}
is_leading_faction_type = peasant_faction
is_leading_faction_type = populist_faction
government_has_flag = government_is_herder
}
}
# Clergy cannot marry if their faith disallows it
trigger_if = {
limit = {
is_clergy = yes
}
faith = {
has_doctrine_parameter = clergy_can_marry
}
}
trigger_if = {
limit = {
exists = liege.involved_activity.var:tournament_marriage_prize
this = liege.involved_activity.var:tournament_marriage_prize
}
exists = scope:contest_winner
}
}
#Can marry right now
can_marry_trigger = {
can_marry_common_trigger = yes
allowed_more_spouses = yes
#To account for a person marrying their concubines please use can_marry_character_trigger
}
allowed_to_marry_same_sex_trigger = {
has_game_rule = accepted_same_sex_marriage
faith = {
NOR = {
has_doctrine_parameter = homosexuality_shunned
has_doctrine_parameter = homosexuality_illegal
}
}
}
can_have_children_with = {
sex_opposite_of = $CHARACTER$ # Only opposite sex since for now
}
allowed_to_marry_character_gender_trigger = {
OR = {
AND = {
allowed_to_marry_same_sex_trigger = yes
sex_same_as = $CHARACTER$
}
sex_opposite_of = $CHARACTER$
}
}
#two characters could potentially marry (does NOT check that they're unmarried)
could_marry_character_trigger = {
save_temporary_scope_as = can_marry_check
can_marry_common_trigger = yes
$CHARACTER$ = { can_marry_common_trigger = yes }
#Opposite genders if you don't have accepted same-sex marriage game rule enabled and your faith supports it
trigger_if = {
limit = {
$CHARACTER$ = { allowed_to_marry_same_sex_trigger = no }
}
sex_opposite_of = $CHARACTER$
}
#Have you recently divorced this character?
NOT = {
has_opinion_modifier = {
modifier = divorced_me_opinion
target = $CHARACTER$
}
}
#Faith hostility & consanguinity
trigger_if = {
limit = { NOT = { is_courtier_of = $CHARACTER$ } } #If you're someone's courtier, your liege can marry you anyway
faith = {
faith_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = $CHARACTER$.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
trigger_if = {
limit = { $CHARACTER$ = { NOT = { is_courtier_of = scope:can_marry_check } } } #If you're someone's courtier, your liege can marry you anyway
$CHARACTER$.faith = {
faith_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = scope:can_marry_check.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
trigger_if = {
limit = {
any_close_or_extended_family_member = {
any_spouse = { this = $CHARACTER$ }
}
}
faith = { has_doctrine = doctrine_consanguinity_unrestricted }
$CHARACTER$ = {
faith = { has_doctrine = doctrine_consanguinity_unrestricted }
NOT = {
any_spouse = {
is_close_or_extended_family_of = scope:can_marry_check
NOT = {
faith = { has_doctrine = doctrine_consanguinity_unrestricted }
}
}
}
}
}
# Cannot marry self
NOT = {
scope:can_marry_check = { is_spouse_of = $CHARACTER$ }
}
}
# Same trigger as above with the exception of the recent divorce trigger
can_take_as_concubine_character_trigger = {
save_temporary_scope_as = can_marry_check
can_marry_common_trigger = yes
$CHARACTER$ = { can_marry_common_trigger = yes }
#Opposite genders if you don't have accepted same-sex marriage game rule enabled and your faith supports it
trigger_if = {
limit = {
$CHARACTER$ = { allowed_to_marry_same_sex_trigger = no }
}
sex_opposite_of = $CHARACTER$
}
#Faith hostility & consanguinity
trigger_if = {
limit = { NOT = { is_courtier_of = $CHARACTER$ } } #If you're someone's courtier, your liege can marry you anyway
faith = {
faith_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = $CHARACTER$.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
trigger_if = {
limit = { $CHARACTER$ = { NOT = { is_courtier_of = scope:can_marry_check } } } #If you're someone's courtier, your liege can marry you anyway
$CHARACTER$.faith = {
faith_allows_marriage_consanguinity_trigger = {
CHARACTER_1 = scope:can_marry_check
CHARACTER_2 = $CHARACTER$
}
#faith_hostility_level = {
# target = scope:can_marry_check.faith
# value < faith_hostility_prevents_marriage_level
#}
}
}
NOT = {
scope:can_marry_check = { is_spouse_of = $CHARACTER$ }
}
}
#Two characters are able to marry right now
can_marry_character_trigger = {
save_temporary_scope_as = can_marry_char_check
OR = {
AND = {
is_betrothed = yes
betrothed = $CHARACTER$
}
AND = {
can_marry_trigger = yes
$CHARACTER$ = { can_marry_trigger = yes }
}
}
trigger_if = {
limit = {
$CHARACTER$ = { is_concubine = yes }
}
$CHARACTER$ = { is_concubine_of = scope:can_marry_char_check }
}
trigger_if = {
limit = {
is_concubine = yes
}
is_concubine_of = $CHARACTER$
$CHARACTER$ = { could_marry_character_trigger = { CHARACTER = scope:can_marry_char_check } } #Gender, recent divorce, allowed to marry, no illegal incest etc.} If they're your concubine you're rules are the ones looked at
}
trigger_else = {
could_marry_character_trigger = { CHARACTER = $CHARACTER$ } #Gender, recent divorce, allowed to marry, no illegal incest etc.
}
}
#A marriage between MY_CHARACTER and THEIR_CHARACTER would give alliance/would unlock renegotiate alliance for current scope where current scope's ally would be at least TIER
marriage_between_characters_unlocks_alliance_of_min_tier_trigger = {
save_temporary_scope_as = alliance_unlocker
$MY_CHARACTER$ = {
OR = {
this = scope:alliance_unlocker
is_close_family_of = scope:alliance_unlocker
}
}
$THEIR_CHARACTER$ = {
OR = {
AND = {
is_ruler = yes
highest_held_title_tier >= $TIER$
}
any_close_family_member = {
is_ruler = yes
highest_held_title_tier >= $TIER$
}
}
}
}
can_become_concubine_of_character_trigger = {
is_available_quick = {
adult = yes
ruler = no
advanced_ruler = no
hostage = no
}
trigger_if = {
limit = {
NOT = { is_imprisoned_by = $CHARACTER$ }
}
is_married = no
is_betrothed = no
is_concubine = no
number_of_concubines = 0
}
trigger_if = {
limit = {
is_imprisoned_by = $CHARACTER$
is_married = yes
}
NOT = { is_spouse_of = $CHARACTER$ }
}
NOR = {
is_concubine_of = $CHARACTER$
has_character_flag = has_been_offered_as_concubine
}
could_marry_character_trigger = { CHARACTER = $CHARACTER$ } #Gender, recent divorce, allowed to marry, no illegal incest etc.
}
# Same as above, switching out could_marry_character_trigger for can_take_as_concubine_character_trigger, in order to better inform the player that they cannot take their ex-spouse as a concubine
can_become_concubine_of_character_valid_trigger = {
is_available_quick = {
adult = yes
ruler = no
advanced_ruler = no
}
trigger_if = {
limit = {
NOT = { is_imprisoned_by = $CHARACTER$ }
}
is_married = no
is_betrothed = no
is_concubine = no
is_diarch = no
number_of_concubines = 0
}
trigger_if = {
limit = {
is_imprisoned_by = $CHARACTER$
is_married = yes
}
NOT = { is_spouse_of = $CHARACTER$ }
}
NOR = {
is_concubine_of = $CHARACTER$
has_character_flag = has_been_offered_as_concubine
}
can_take_as_concubine_character_trigger = { CHARACTER = $CHARACTER$ } #Gender, allowed to marry, no illegal incest etc.
has_any_disease_trigger = no
has_easily_mocked_physical_attribute_trigger = no
}
can_be_offered_as_concubine_to_character_trigger = {
is_available_quick = {
adult = yes
ruler = no
advanced_ruler = no
}
trigger_if = {
limit = {
NOT = { is_imprisoned_by = $GIVER$ }
}
is_married = no
is_betrothed = no
is_diarch = no
OR = {
is_concubine = no
is_concubine_of = $GIVER$
}
number_of_concubines = 0
}
trigger_if = {
limit = {
is_imprisoned_by = $GIVER$
is_married = yes
}
NOR = {
is_spouse_of = $CHARACTER$
is_spouse_of = $GIVER$
}
}
NOR = {
is_concubine_of = $CHARACTER$
has_character_flag = has_been_offered_as_concubine
}
NOT = {
is_theocratic_lessee = yes
}
could_marry_character_trigger = { CHARACTER = $CHARACTER$ } #Gender, recent divorce, allowed to marry, no illegal incest etc.
}
ready_to_marry_betrothed_trigger = {
trigger_if = {
limit = { exists = betrothed }
is_adult = yes
betrothed = { is_adult = yes }
}
trigger_else = {
always = no
}
}
#################################
# MARRIAGE INTERACTION TRIGGERS #
#################################
marriage_interaction_can_be_picked_trigger = {
can_marry_trigger = yes
is_available_quick = {
hostage = no
imprisoned = no
}
}
marriage_interaction_valid_target_trigger = {
# Clergy cannot marry if their faith doesn't allow it
trigger_if = {
limit = {
scope:secondary_actor = {
is_clergy = yes
NOT = {
faith = {
has_doctrine_parameter = clergy_can_marry
}
}
}
}
custom_description = {
text = character_is_clergy_and_cannot_marry
subject = scope:secondary_actor
object = scope:secondary_recipient
scope:secondary_actor = {
is_clergy = no
}
}
}
trigger_else_if = {
limit = {
scope:secondary_recipient = {
is_clergy = yes
NOT = {
faith = {
has_doctrine_parameter = clergy_can_marry
}
}
}
}
custom_description = {
text = character_is_clergy_and_cannot_marry
subject = scope:secondary_recipient
object = scope:secondary_actor
scope:secondary_recipient = {
is_clergy = no
}
}
}
#Marriage
trigger_else_if = {
limit = {
scope:secondary_actor = { is_adult = yes }
scope:secondary_recipient = { is_adult = yes }
}
scope:secondary_actor = {
custom_description = {
text = "can_marry_check_secondary_actor"
subject = scope:secondary_actor
object = scope:secondary_recipient
can_marry_character_trigger = { CHARACTER = scope:secondary_recipient } #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
}
}
}
#Betrothal
trigger_else = {
scope:secondary_actor = {
custom_description = {
text = "can_betroth_check_secondary_actor"
subject = scope:secondary_actor
object = scope:secondary_recipient
can_marry_character_trigger = { CHARACTER = scope:secondary_recipient } #Checks marriage status, betrothed, gender, consanguinity, faith hostility etc.
}
}
}
# If the actor is ai they will not pick a character already considered for concubinage
trigger_if = {
limit = {
scope:actor = { is_ai = yes }
}
NOR = {
scope:secondary_actor = { has_character_flag = has_been_offered_as_concubine }
scope:secondary_recipient = { has_character_flag = has_been_offered_as_concubine }
}
}
}
marriage_interaction_auto_accept_trigger = {
trigger_if = {
limit = {
exists = scope:secondary_actor.betrothed
scope:secondary_actor = {
has_been_promised_grand_wedding = yes
}
}
always = no
}
trigger_else_if = {
limit = {
exists = scope:secondary_actor.betrothed
}
custom_description = {
text = is_betrothed_auto_accept
subject = scope:secondary_actor
object = scope:secondary_recipient
scope:secondary_actor.betrothed = scope:secondary_recipient
}
}
trigger_else_if = {
limit = {
scope:hook = yes
}
#Strong hook = 100% accept (unless marrying 1st or 2nd player heir or the ruler and asking for matrilineal/partrilineal resulting in no dynasty children for them)
custom_description = {
text = "spending_hook"
subject = scope:actor
object = scope:recipient
scope:actor = { has_strong_hook = scope:recipient }
scope:recipient = {
NAND = {
#Secondary recipient can't be recipient or 1st/2nd heir...
OR = {
this = scope:secondary_recipient
player_heir_position = {
target = scope:secondary_recipient
value <= 2
}
}
#...if the marriage (matrilineal/patrilineal) does not match their gender
OR = {
scope:secondary_recipient = {
is_female = yes
NOT = { always = scope:matrilineal }
}
scope:secondary_recipient = {
is_male = yes
always = scope:matrilineal
}
}
}
}
}
}
trigger_else = {
always = no
}
}
make_concubine_is_shown_trigger = {
scope:actor = {
allowed_concubines = yes
is_adult = yes
}
scope:recipient = {
OR = {
is_courtier_of = scope:actor
is_imprisoned_by = scope:actor
}
can_become_concubine_of_character_valid_trigger = { CHARACTER = scope:actor }
}
}
make_concubine_is_valid_trigger = {
custom_description = {
text = take_concubine_allowed_more
object = scope:recipient
scope:actor = {
allowed_more_concubines = yes
}
}
scope:recipient = {
custom_tooltip = {
text = take_concubine_ex_spouse
NOT = {
has_opinion_modifier = {
modifier = divorced_me_opinion
target = scope:actor
}
}
}
OR = {
AND = {
is_imprisoned_by = scope:actor
is_married = yes
}
is_married = no
}
is_hostage = no
}
}
marriage_interaction_non_loyal_diarchs_refuse_secondary_marriage_trigger = {
trigger_if = {
limit = {
scope:$TARGET$ ?= {
is_diarch = yes
# We're only concerned about landed rulers, those who might be married out of their own court.
is_ruler = no
}
}
custom_tooltip = {
text = arrange_marriage_interaction.tt.non_loyal_regents_refuse_to_be_married_off.$TARGET$
scope:$TARGET$ = { diarch_loyalty >= diarch_loyalty_visibly_loyal_threshold }
}
}
}
wants_very_young_wife = {
is_available_quick = {
female = no
adult = no
}
}
wants_young_wife = {
is_available_quick = {
female = no
adult = yes
}
age < 30
NOT = {
any_child = {
count >= 2
is_alive = yes
NOT = { has_trait = bastard }
}
}
}
will_not_be_very_young_wife = {
is_female = yes
is_very_young_character = no
}
will_not_be_young_wife = {
is_female = yes
is_young_character = no
}
will_not_be_fertile_wife = {
is_female = yes
is_aging_character = yes
}
is_ruler_or_close_family = {
OR = {
is_ruler = yes
any_close_family_member = {
even_if_dead = yes
is_ruler = yes
}
}
}
can_have_concubines_trigger = {
$CHAR$ ?= {
custom_tooltip = {
text = can_have_concubines_name_tt
allowed_more_concubines = yes
}
}
}

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View file

@ -896,7 +896,7 @@ herders_and_tributary_constraints = {
NOR = { NOR = {
custom_tooltip = { custom_tooltip = {
text = is_a_herder_defender_tt # herders can't fight text = is_a_herder_defender_tt # herders can't fight
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
is_tributary_of_suzerain_or_above = scope:attacker # can't fight your tributaries or your tributaries' tributaries is_tributary_of_suzerain_or_above = scope:attacker # can't fight your tributaries or your tributaries' tributaries
} }

View file

@ -0,0 +1,414 @@
#################################################
# TRIGGER LIST #
#################################################
# ep1_is_valid_character_for_inspiration_trigger - Is the character valid to be used within the inspiration system? Character movement may break if these conditions are not true.
ep1_is_valid_character_for_inspiration_trigger = {
is_adult = yes
is_imprisoned = no
NOT = { exists = inspiration }
trigger_if = {
limit = {
OR = {
is_pool_guest = yes
is_in_pool_at = location
}
}
# For simplicity, inspired characters travel solo for now.
any_traveling_family_member = {
count = 1
}
}
}
ep1_spare_courtier_trigger = { #Used for picking out courtiers in your own court.
is_available_healthy_ai_adult = yes
is_councillor = no
NOR = {
is_close_or_extended_family_of = root
is_spouse_of = root
}
}
# Court type trait 1 is unlocked by court_grandeur_level 5
ep1_courtier_valid_for_court_trait_1_trigger = {
scope:cgv_value >= cgv_level_threshold_court_type_trait_1
NOT = { has_trait = $TYPE$_court }
is_adult = yes
}
# Court type trait 2 is unlocked by court_grandeur_level 8
ep1_courtier_valid_for_court_trait_2_trigger = {
scope:cgv_value >= cgv_level_threshold_court_type_trait_2
NOT = { has_trait = $TYPE$_court_2 }
has_trait = $TYPE$_court_1
is_adult = yes
}
##############
# INSPIRATION/ARTIFACT TRIGGERS
##############
ep1_can_sponsor_inspiration_basic = {
scope:inspiration_owner = {
is_imprisoned = no
}
}
ep1_is_sponsor_valid_inspiration_basic = {
trigger_if = {
limit = {
exists = scope:inspiration_sponsor
}
scope:inspiration_owner = {
is_courtier_of = scope:inspiration_sponsor
is_imprisoned = no
}
}
}
ep1_character_had_or_has_inspiration_type_trigger = {
OR = {
AND = {
exists = var:created_artifact_type
var:created_artifact_type = flag:$TYPE$
}
inspiration ?= { has_inspiration_type = $TYPE$_inspiration }
}
}
ep1_no_artifact_decorations_trigger = {
OR = {
scope:wealth < 40
AND = {
exists = scope:inspiration_owner
scope:inspiration_owner = { has_trait = humble }
}
}
}
ep1_simple_artifact_decorations_trigger = {
scope:wealth >= 5
scope:wealth < 70
}
ep1_advanced_artifact_decorations_trigger = {
scope:wealth >= 40
scope:wealth < 90
}
ep1_extravagant_artifact_decorations_trigger = {
scope:wealth >= 70
}
ep1_artifact_durability_lower_equal_percent_trigger = {
$PERCENT$ > {
value = 0
add = artifact_durability
divide = artifact_max_durability
}
}
ep1_artifact_durability_higher_equal_percent_trigger = {
$PERCENT$ < {
value = 0
add = artifact_durability
divide = artifact_max_durability
}
}
ep1_character_has_court_artifact_trigger = {
any_character_artifact = {
ep1_artifact_is_court_artifact_trigger = yes
}
}
ep1_artifact_is_court_artifact_trigger = {
OR = {
artifact_slot_type = wall_big
artifact_slot_type = wall_small
artifact_slot_type = sculpture
artifact_slot_type = book
artifact_slot_type = throne
artifact_slot_type = pedestal
}
}
##############
# COURT POSITION TRIGGERS
##############
#Used to see if the scoped character has ANY court position that CHARACTER can hold
character_can_be_employed_in_a_court_position_trigger = {
OR = {
AND = {
can_employ_court_position_type = court_physician_court_position
$CHARACTER$ = { can_be_employed_as = court_physician_court_position }
}
AND = {
can_employ_court_position_type = master_of_horse_court_position
$CHARACTER$ = { can_be_employed_as = master_of_horse_court_position }
}
AND = {
can_employ_court_position_type = master_of_hunt_court_position
$CHARACTER$ = { can_be_employed_as = master_of_hunt_court_position }
}
AND = {
can_employ_court_position_type = keeper_of_swans_court_position
$CHARACTER$ = { can_be_employed_as = keeper_of_swans_court_position }
}
AND = {
can_employ_court_position_type = travel_leader_court_position
$CHARACTER$ = { can_be_employed_as = travel_leader_court_position }
}
AND = {
can_employ_court_position_type = court_jester_court_position
$CHARACTER$ = { can_be_employed_as = court_jester_court_position }
}
AND = {
can_employ_court_position_type = high_almoner_court_position
$CHARACTER$ = { can_be_employed_as = high_almoner_court_position }
}
AND = {
can_employ_court_position_type = seneschal_court_position
$CHARACTER$ = { can_be_employed_as = seneschal_court_position }
}
AND = {
can_employ_court_position_type = court_tutor_court_position
$CHARACTER$ = { can_be_employed_as = court_tutor_court_position }
}
AND = {
can_employ_court_position_type = court_guru_court_position
$CHARACTER$ = { can_be_employed_as = court_guru_court_position }
}
AND = {
can_employ_court_position_type = cupbearer_court_position
$CHARACTER$ = { can_be_employed_as = cupbearer_court_position }
}
AND = {
can_employ_court_position_type = chief_eunuch_court_position
$CHARACTER$ = { can_be_employed_as = chief_eunuch_court_position }
}
AND = {
can_employ_court_position_type = antiquarian_court_position
$CHARACTER$ = { can_be_employed_as = antiquarian_court_position }
}
AND = {
can_employ_court_position_type = royal_architect_court_position
$CHARACTER$ = { can_be_employed_as = royal_architect_court_position }
}
AND = {
can_employ_court_position_type = lady_in_waiting_court_position
$CHARACTER$ = { can_be_employed_as = lady_in_waiting_court_position }
}
AND = {
can_employ_court_position_type = court_poet_court_position
$CHARACTER$ = { can_be_employed_as = court_poet_court_position }
}
AND = {
can_employ_court_position_type = court_musician_court_position
$CHARACTER$ = { can_be_employed_as = court_musician_court_position }
}
AND = {
can_employ_court_position_type = bodyguard_court_position
$CHARACTER$ = { can_be_employed_as = bodyguard_court_position }
}
AND = {
can_employ_court_position_type = champion_court_position
$CHARACTER$ = { can_be_employed_as = champion_court_position }
}
AND = {
can_employ_court_position_type = food_taster_court_position
$CHARACTER$ = { can_be_employed_as = food_taster_court_position }
}
AND = {
can_employ_court_position_type = executioner_court_position
$CHARACTER$ = { can_be_employed_as = executioner_court_position }
}
AND = {
can_employ_court_position_type = garuda_court_position
$CHARACTER$ = { can_be_employed_as = garuda_court_position }
}
AND = {
can_employ_court_position_type = wet_nurse_court_position
$CHARACTER$ = { can_be_employed_as = wet_nurse_court_position }
}
AND = {
can_employ_court_position_type = akolouthos_court_position
$CHARACTER$ = { can_be_employed_as = akolouthos_court_position }
}
}
}
#Used to check if the scoped character can hold any court position
can_be_employed_in_any_court_position_trigger = {
OR = {
can_be_employed_as = court_physician_court_position
can_be_employed_as = master_of_horse_court_position
can_be_employed_as = master_of_hunt_court_position
can_be_employed_as = keeper_of_swans_court_position
can_be_employed_as = court_jester_court_position
can_be_employed_as = high_almoner_court_position
can_be_employed_as = seneschal_court_position
can_be_employed_as = court_tutor_court_position
can_be_employed_as = court_guru_court_position
can_be_employed_as = cupbearer_court_position
can_be_employed_as = chief_eunuch_court_position
can_be_employed_as = antiquarian_court_position
can_be_employed_as = royal_architect_court_position
can_be_employed_as = lady_in_waiting_court_position
can_be_employed_as = court_poet_court_position
can_be_employed_as = court_musician_court_position
can_be_employed_as = bodyguard_court_position
can_be_employed_as = champion_court_position
can_be_employed_as = food_taster_court_position
can_be_employed_as = executioner_court_position
can_be_employed_as = garuda_court_position
can_be_employed_as = travel_leader_court_position
can_be_employed_as = wet_nurse_court_position
can_be_employed_as = akolouthos_court_position
}
}
##### Hold court
hold_court_8010_county_trigger = {
any_title_to_title_neighboring_county = {
holder.top_liege = {
NOR = {
THIS = ROOT
is_allied_to = ROOT
is_at_war_with = ROOT
is_close_or_extended_family_of = ROOT
max_military_strength < hold_court_8010_75_strength_value # 75% of ROOT's soldiers
}
}
}
}
target_of_powerful_faction_trigger = {
exists = yes
OR = {
faction_is_type = liberty_faction
faction_is_type = claimant_faction
}
OR = {
faction_power >= faction_power_threshold
faction_is_at_war = yes
}
trigger_if = {
limit = { exists = special_character }
special_character != faction_target.liege
}
}
province_has_no_holding_trigger = { # province has no holding
has_ongoing_construction = no
NOR = {
has_holding_type = castle_holding
has_holding_type = tribal_holding
has_holding_type = city_holding
has_holding_type = church_holding
has_holding_type = herder_holding
has_holding_type = nomad_holding
has_holding_type = temple_citadel_holding
}
}
county_has_all_holding_types = { # county has all three holding types
any_county_province = { has_holding_type = castle_holding }
any_county_province = { has_holding_type = city_holding }
any_county_province = { has_holding_type = church_holding }
}
county_has_empty_province_trigger = {
tier = tier_county
any_county_province = { province_has_no_holding_trigger = yes }
}
county_has_no_city_trigger = { # No city in a county
NOT = {
any_county_province = { has_holding_type = city_holding }
}
}
county_has_no_church_trigger = { # No church in a county
NOT = {
any_county_province = { has_holding_type = church_holding }
}
}
##############
# DECISION TRIGGERS
##############
order_mass_eviction_decision_evictable_courtier_trigger = {
NOR = {
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
any_close_family_member = {
host = root
is_of_major_or_minor_interest_trigger = { CHARACTER = root }
}
}
}
# For technical reasons, this trigger can't be the same as ep1_decision_0111_list_builder_guts_trigger, but maintains (almost) technical parity with it.
exoticise_a_grand_hall_decision_list_builder_guts_trigger = {
# Is the title presently active?
exists = holder
# Can the two communicate?
holder = {
# Filter out anyone who has the right rank but lacks a mechanical royal court.
has_royal_court = yes
has_dlc_feature = royal_court
# Can the two communicate?
in_diplomatic_range = root
}
}
##############
# CHARACTER INTERACTIONS TRIGGERS
##############
indebt_guest_interaction_basic_checks_trigger = {
$ACTOR$ = {
# Gotta have a royal court.
has_royal_court = yes
has_dlc_feature = royal_court
# Gotta have maxed servants to help.
amenity_level = {
target = court_servants
value >= max_amenity_level
}
}
}
##############
# BANNER TRIGGERS
##############
artifact_house_not_owns_or_claims_trigger = {
exists = scope:familial_banner
NOR = {
this = scope:familial_banner.artifact_owner.house
has_house_artifact_claim = scope:familial_banner
}
trigger_if = {
limit = { exists = scope:familial_banner.var:banner_dynasty }
house_head.dynasty = scope:familial_banner.var:banner_dynasty
}
}
is_composite_bow_culture_trigger = {
OR = {
has_cultural_tradition = tradition_horse_lords
has_cultural_pillar = heritage_byzantine
has_cultural_pillar = heritage_caucasian
has_cultural_pillar = heritage_turkic
has_cultural_pillar = heritage_mongolic
has_innovation = innovation_advanced_bowmaking
}
}

View file

@ -52,7 +52,7 @@ mpo_gok_coalition_member_trigger = {
} }
highest_held_title_tier < tier_county highest_held_title_tier < tier_county
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
is_imprisoned_by = root is_imprisoned_by = root
is_obedient_to = root is_obedient_to = root
} }
@ -139,7 +139,7 @@ mpo_gok_submitting_coward_trigger = {
} }
OR = { OR = {
is_imprisoned_by = root is_imprisoned_by = root
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
has_relation_friend = root has_relation_friend = root
AND = { AND = {
exists = root.house exists = root.house
@ -280,7 +280,7 @@ gok_desirable_vassal_trigger = {
mpo_greatest_of_khans_0030_willing_nomad_vassal = { mpo_greatest_of_khans_0030_willing_nomad_vassal = {
OR = { OR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
OR = { OR = {
is_obedient = yes is_obedient = yes
@ -305,7 +305,7 @@ mpo_greatest_of_khans_0030_willing_nomad_vassal = {
mpo_greatest_of_khans_0030_dominated_nomad_vassal = { mpo_greatest_of_khans_0030_dominated_nomad_vassal = {
OR = { OR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
OR = { OR = {
is_obedient = yes is_obedient = yes
@ -334,7 +334,7 @@ mpo_greatest_of_khans_0030_dominated_nomad_vassal = {
mpo_greatest_of_khans_0030_willing_sedentary_vassal = { mpo_greatest_of_khans_0030_willing_sedentary_vassal = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
government_has_flag = government_is_theocracy government_has_flag = government_is_theocracy
government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_adventurer
} }
@ -360,7 +360,7 @@ mpo_greatest_of_khans_0030_willing_sedentary_vassal = {
mpo_greatest_of_khans_0030_dominated_sedentary_vassal = { mpo_greatest_of_khans_0030_dominated_sedentary_vassal = {
NOR = { NOR = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
government_has_flag = government_is_theocracy government_has_flag = government_is_theocracy
government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_adventurer
} }

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@ -159,7 +159,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -180,7 +180,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -203,7 +203,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -219,7 +219,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -237,7 +237,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -350,7 +350,7 @@ character_view_bg = {
NOR = { NOR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
culture = { culture = {
OR = { OR = {
has_graphical_mena_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes
@ -373,7 +373,7 @@ character_view_bg = {
NOR = { NOR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
culture = { culture = {
OR = { OR = {
has_graphical_mena_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes
@ -398,7 +398,7 @@ character_view_bg = {
NOR = { NOR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
culture = { culture = {
OR = { OR = {
has_graphical_mena_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes
@ -416,7 +416,7 @@ character_view_bg = {
NOR = { NOR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
culture = { culture = {
OR = { OR = {
has_graphical_mena_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes
@ -436,7 +436,7 @@ character_view_bg = {
NOR = { NOR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
culture = { culture = {
OR = { OR = {
has_graphical_mena_culture_group_trigger = yes has_graphical_mena_culture_group_trigger = yes
@ -627,7 +627,7 @@ character_view_bg = {
government_has_flag = government_is_clan government_has_flag = government_is_clan
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
capital_province = { capital_province = {
NOT = { geographical_region = graphical_mena } NOT = { geographical_region = graphical_mena }
@ -647,7 +647,7 @@ character_view_bg = {
government_has_flag = government_is_clan government_has_flag = government_is_clan
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
capital_province = { capital_province = {
NOT = { geographical_region = graphical_mena } NOT = { geographical_region = graphical_mena }
@ -672,7 +672,7 @@ character_view_bg = {
government_has_flag = government_is_clan government_has_flag = government_is_clan
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
capital_province = { capital_province = {
NOT = { geographical_region = graphical_mena } NOT = { geographical_region = graphical_mena }
@ -690,7 +690,7 @@ character_view_bg = {
government_has_flag = government_is_clan government_has_flag = government_is_clan
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
capital_province = { capital_province = {
NOT = { geographical_region = graphical_mena } NOT = { geographical_region = graphical_mena }
@ -708,7 +708,7 @@ character_view_bg = {
government_has_flag = government_is_clan government_has_flag = government_is_clan
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
capital_province = { capital_province = {
NOT = { geographical_region = graphical_mena } NOT = { geographical_region = graphical_mena }
@ -2164,7 +2164,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
location ?= involved_activity.activity_location location ?= involved_activity.activity_location
@ -2180,7 +2180,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
location ?= involved_activity.activity_location location ?= involved_activity.activity_location
@ -2200,7 +2200,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
location ?= involved_activity.activity_location location ?= involved_activity.activity_location
@ -2214,7 +2214,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
location ?= involved_activity.activity_location location ?= involved_activity.activity_location
@ -2228,7 +2228,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
location ?= involved_activity.activity_location location ?= involved_activity.activity_location
@ -2561,7 +2561,7 @@ character_view_bg = {
reference = "event_scenes/bp3_steppe_winter.dds" reference = "event_scenes/bp3_steppe_winter.dds"
trigger = { trigger = {
location = { has_winter_trigger = yes } location = { has_winter_trigger = yes }
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -2569,21 +2569,21 @@ character_view_bg = {
reference = "environment_bp3_steppe_winter" reference = "environment_bp3_steppe_winter"
trigger = { trigger = {
location = { has_winter_trigger = yes } location = { has_winter_trigger = yes }
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
texture = { texture = {
reference = "event_scenes/ep2_travel_steppe.dds" reference = "event_scenes/ep2_travel_steppe.dds"
trigger = { trigger = {
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
environment = { environment = {
reference = "environment_travel_steppe_settlement" reference = "environment_travel_steppe_settlement"
trigger = { trigger = {
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
@ -9070,7 +9070,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }
@ -9085,7 +9085,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
is_character_window_main_character = yes is_character_window_main_character = yes
@ -9103,7 +9103,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
is_character_window_main_character = yes is_character_window_main_character = yes
@ -9114,7 +9114,7 @@ character_view_bg = {
OR = { OR = {
government_has_flag = government_is_tribal government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
is_character_window_main_character = yes is_character_window_main_character = yes

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BIN
gfx/interface/window_domiciles/farm_estate_building_mena.dds (Stored with Git LFS) Normal file

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@ -349,7 +349,7 @@ idle = {
base = 0 base = 0
modifier = { modifier = {
add = 6000 add = 6000
government_has_flag = government_is_herder government_has_flag = government_is_true_herder
} }
} }
} }

View file

@ -6631,7 +6631,7 @@ types HUD
name = "herd" name = "herd"
datacontext = "[GetPlayer]" datacontext = "[GetPlayer]"
datacontext = "[Character.GetDomicile]" datacontext = "[Character.GetDomicile]"
visible = "[IsNomad( GetPlayer )]" visible = "[Or( IsNomad( GetPlayer ), Character.GetGovernment.HasGovernmentFlag( 'government_is_prepublic') )]"
size = { 112 70 } size = { 112 70 }
state = { state = {

3563
gui/lists.gui Normal file

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3313
gui/portraits.gui Normal file

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View file

@ -4634,6 +4634,15 @@ texticon = {
} }
} }
texticon = {
icon = government_type_peasant_republic
iconsize = {
texture = "gfx/interface/icons/government_types/peasant_republic_government.dds"
size = { 28 28 }
offset = { 0 6 }
fontsize = 16
}
}
texticon = { texticon = {
icon = government_type_celestial icon = government_type_celestial
iconsize = { iconsize = {

View file

@ -84,7 +84,7 @@
##d_rhaetia ##d_rhaetia
###c_grisons ###c_grisons
9704 = { 9704 = {
holding = tribal_holding holding = city_holding
culture = romansch culture = romansch
religion = helvetic religion = helvetic
} }
@ -98,7 +98,7 @@
2478 = { 2478 = {
culture = romansch culture = romansch
religion = helvetic religion = helvetic
holding = tribal_holding holding = city_holding
special_building = mountain_fortress_lugano_01 special_building = mountain_fortress_lugano_01
} }
9701 = { 9701 = {
@ -108,7 +108,7 @@
2053 = { 2053 = {
culture = romansch culture = romansch
religion = helvetic religion = helvetic
holding = church_holding holding = city_holding
} }
2789 = { 2789 = {
holding = none holding = none

View file

@ -1401,10 +1401,10 @@
28 = { 28 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
special_building = croke_park_01 special_building = croke_park_01
988.1.1 = { 988.1.1 = {
holding = castle_holding holding = city_holding
} }
1000.1.1 = { religion = celtic } 1000.1.1 = { religion = celtic }
1169.1.1 = { 1169.1.1 = {
@ -1412,13 +1412,13 @@
} }
} }
9679 = { 9679 = {
holding = city_holding holding = castle_holding
} }
###c_westmeath ###c_westmeath
33 = { 33 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
26 = { 26 = {
holding = none holding = none
@ -1427,7 +1427,7 @@
9681 = { 9681 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
34 = { 34 = {
holding = temple_citadel_holding holding = temple_citadel_holding
@ -1436,7 +1436,7 @@
36 = { 36 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
30 = { 30 = {
holding = none holding = none
@ -1445,7 +1445,7 @@
18 = { 18 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
19 = { 19 = {
holding = church_holding holding = church_holding
@ -1454,10 +1454,10 @@
27 = { 27 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
31 = { 31 = {
holding = city_holding holding = castle_holding
} }
32 = { 32 = {
holding = none holding = none
@ -1480,7 +1480,7 @@
15 = { 15 = {
culture = norner culture = norner
religion = anglican_england religion = anglican_england
holding = castle_holding holding = city_holding
} }
8741 = { 8741 = {
holding = temple_citadel_holding holding = temple_citadel_holding
@ -1514,10 +1514,10 @@
9669 = { 9669 = {
culture = norner culture = norner
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
9670 = { 9670 = {
holding = city_holding holding = castle_holding
} }
8742 = { 8742 = {
holding = none holding = none
@ -1526,7 +1526,7 @@
25 = { 25 = {
culture = norner culture = norner
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
9671 = { 9671 = {
holding = none holding = none
@ -1547,13 +1547,13 @@
9 = { 9 = {
culture = high_irish culture = high_irish
religion = druidic religion = druidic
holding = castle_holding holding = city_holding
} }
10 = { 10 = {
holding = temple_citadel_holding holding = temple_citadel_holding
} }
11 = { 11 = {
holding = city_holding holding = castle_holding
} }
9675 = { 9675 = {
holding = none holding = none
@ -1563,7 +1563,7 @@
20 = { 20 = {
culture = high_irish culture = high_irish
religion = druidic religion = druidic
holding = castle_holding holding = city_holding
} }
23 = { 23 = {
holding = church_holding holding = church_holding
@ -1575,7 +1575,7 @@
8745 = { 8745 = {
culture = high_irish culture = high_irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
8747 = { 8747 = {
holding = none holding = none
@ -1584,7 +1584,7 @@
21 = { 21 = {
culture = high_irish culture = high_irish
religion = druidic religion = druidic
holding = castle_holding holding = city_holding
} }
8748 = { 8748 = {
holding = church_holding holding = church_holding
@ -1596,10 +1596,10 @@
9676 = { 9676 = {
culture = high_irish culture = high_irish
religion = druidic religion = druidic
holding = castle_holding holding = city_holding
} }
24 = { 24 = {
holding = city_holding holding = castle_holding
} }
22 = { 22 = {
holding = temple_citadel_holding holding = temple_citadel_holding
@ -1609,7 +1609,7 @@
37 = { 37 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
38 = { 38 = {
holding = none holding = none
@ -1618,10 +1618,10 @@
29 = { 29 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
40 = { 40 = {
holding = city_holding holding = castle_holding
} }
39 = { 39 = {
holding = church_holding holding = church_holding
@ -1633,10 +1633,10 @@
41 = { 41 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
43 = { 43 = {
holding = city_holding holding = castle_holding
} }
44 = { 44 = {
holding = none holding = none
@ -1645,7 +1645,7 @@
42 = { 42 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
9682 = { 9682 = {
holding = none holding = none
@ -1655,11 +1655,11 @@
45 = { 45 = {
culture = high_irish culture = high_irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
special_building_slot = generic_university special_building_slot = generic_university
} }
9683 = { 9683 = {
holding = city_holding holding = castle_holding
} }
8750 = { 8750 = {
holding = temple_citadel_holding holding = temple_citadel_holding
@ -1668,7 +1668,7 @@
46 = { 46 = {
culture = high_irish culture = high_irish
religion = druidic religion = druidic
holding = castle_holding holding = city_holding
} }
8749 = { 8749 = {
holding = church_holding holding = church_holding
@ -1677,40 +1677,40 @@
49 = { 49 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
###c_desmond ###c_desmond
53 = { 53 = {
culture = high_irish culture = high_irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
54 = { 54 = {
holding = city_holding holding = castle_holding
} }
16 = { 16 = {
holding = church_holding holding = church_holding
} }
50 = { 50 = {
holding = city_holding holding = castle_holding
} }
###c_kerry ###c_kerry
52 = { 52 = {
culture = high_irish culture = high_irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
9684 = { 9684 = {
holding = city_holding holding = castle_holding
} }
###c_tipperary ###c_tipperary
47 = { 47 = {
culture = irish culture = irish
religion = celtic religion = celtic
holding = castle_holding holding = city_holding
} }
48 = { 48 = {
holding = city_holding holding = castle_holding
} }
51 = { 51 = {
holding = temple_citadel_holding holding = temple_citadel_holding

View file

@ -170,7 +170,7 @@
culture = frisian culture = frisian
religion = mysteriosophy religion = mysteriosophy
1200.1.1 = { 1200.1.1 = {
holding = castle_holding holding = city_holding
} }
} }
2453 = { 2453 = {
@ -183,7 +183,7 @@
2413 = { 2413 = {
culture = dutch culture = dutch
religion = genevan religion = genevan
holding = castle_holding holding = city_holding
1178.1.1 = { 1178.1.1 = {
culture = frisian culture = frisian
} }
@ -203,7 +203,7 @@
2414 = { 2414 = {
culture = dutch culture = dutch
religion = rocambolist religion = rocambolist
holding = castle_holding holding = city_holding
1178.1.1 = { 1178.1.1 = {
culture = frisian culture = frisian
} }
@ -251,7 +251,7 @@
2418 = { 2418 = {
culture = dutch culture = dutch
religion = lutheran religion = lutheran
holding = castle_holding holding = city_holding
1178.1.1 = { 1178.1.1 = {
culture = frisian culture = frisian
} }

View file

@ -462,7 +462,7 @@
2646 = { 2646 = {
culture = greek culture = greek
religion = orthodox religion = orthodox
holding = castle_holding holding = city_holding
895.1.1 = { 895.1.1 = {
culture = maghrebi culture = maghrebi
religion = ashari religion = ashari
@ -1308,7 +1308,7 @@
9708 = { 9708 = {
culture = ladin culture = ladin
religion = roman_catholic religion = roman_catholic
holding = castle_holding holding = city
} }
###c_friuli ###c_friuli
8766 = { 8766 = {

View file

@ -44,7 +44,7 @@
2 = { 2 = {
culture = norse culture = norse
religion = norse_pagan religion = norse_pagan
holding = tribal_holding holding = city_holding
1000.1.1 = { 1000.1.1 = {
religion = viking religion = viking
} }
@ -65,7 +65,7 @@
5 = { 5 = {
culture = norse culture = norse
religion = norse_pagan religion = norse_pagan
holding = tribal_holding holding = city_holding
1000.1.1 = { 1000.1.1 = {
religion = viking religion = viking
} }
@ -83,7 +83,7 @@
4 = { 4 = {
culture = norse culture = norse
religion = norse_pagan religion = norse_pagan
holding = tribal_holding holding = city_holding
1000.1.1 = { 1000.1.1 = {
religion = viking religion = viking
} }
@ -98,7 +98,7 @@
3 = { 3 = {
culture = norse culture = norse
religion = norse_pagan religion = norse_pagan
holding = tribal_holding holding = city_holding
1000.1.1 = { 1000.1.1 = {
religion = viking religion = viking
} }
@ -113,14 +113,14 @@
6 = { 6 = {
culture = pictish culture = pictish
religion = lutheran religion = lutheran
holding = tribal_holding holding = city_holding
855.1.1 = { 855.1.1 = {
culture = norse culture = norse
religion = norse_pagan religion = norse_pagan
} }
1000.1.1 = { 1000.1.1 = {
religion = lutheran religion = lutheran
holding = castle_holding holding = city_holding
} }
1066.1.1 = { 1066.1.1 = {
culture = faerosk culture = faerosk

View file

@ -62,7 +62,14 @@ c_fermanagh = {
liege = k_ireland liege = k_ireland
} }
} }
d_nf_colbrugha = {
2540.1.1 = {
liege = k_ireland
holder = britannia_colbrugha_michael #George Windsor
government = peasant_republic_government
succession_laws = { noble_family_succession_law }
}
}
d_munster = { d_munster = {
2538.1.1 = { 2538.1.1 = {
holder = britannia_colbrugha_michael #Mícheál Colbrugha holder = britannia_colbrugha_michael #Mícheál Colbrugha

View file

@ -0,0 +1,197 @@
l_english:
game_concept_nomadic_government: "Nomadic Government"
game_concept_nomadic: "Nomadic"
game_concept_nomadic_desc: "Nomadic [rulers|E] graze [county_fertility|E] to grow their [herd|E]. They can use Herd as [horde|E], which can be upgraded to [men_at_arms|E]. They have a [yurt|E].\n\nNomads can [migrate|E] to find more fertile lands, though large nomadic [realms|E] can grow their herd through [tributaries|E] or by reaching a high [fertility_equilibrium|E].\n\nNomads have a higher maximum [dread|E]."
game_concept_nomad_i: "@government_type_nomad!"
game_concept_nomads: "Nomads"
game_concept_nomads_desc: "$game_concept_nomadic_desc$"
game_concept_nomad: "Nomad"
game_concept_nomad_desc: "$game_concept_nomadic_desc$"
game_concept_confederation_government: "Confederation Government"
game_concept_confederation: "Confederation"
game_concept_confederations: "Confederations"
game_concept_confederation_desc: "A relation that binds [tribal|E] or [nomadic|E] [rulers|E] in mutual defense, similar to an [alliance|E]. Formed through the #high $call_for_confederation_decision$#! [decision|E], a confederation requires its members to join each other's Defensive [wars|E]. Confederations are visible in the Diplomacy tab.\n\nFellow [confederates|E] also may not attack or [raid|E] one another. They are restricted from high levels of [tribal_authority|E] and [nomadic_authority|E], and may not create new [titles|E].\n\n[confederates|E] may use the #high $leave_confederation_decision$#! [decision|E] or [migrate|E] to become [independent|E]. If a confederation is left with only one member, it is destroyed."
game_concept_confederate: "Confederate"
game_concept_confederates: "Confederates"
game_concept_confederate_desc: "A [ruler|E] who is in a [confederation|E]. They will automatically join the Defensive [wars|E] of their fellow Confederates, and are restricted from attacking or [raiding|E] them."
game_concept_county_fertility: "County Fertility"
game_concept_county_fertility_desc: "$game_concept_county_fertility$ exists in [counties|E] located within the [the_great_steppe|E], and can be grazed by [GetGovernment( 'nomad_government' ).GetName] [rulers|E] to increase their [herd|E].\n\nA County's Fertility represents the quality of its pastures.\n\nFertility stabilizes around the [fertility_equilibrium|E], allowing Nomadic Rulers with a large [domain_limit|E] to sustain their Herd growth. Fertility is affected by the [steppe_seasons|E] and slowly replenished by [herders|E].\n\nWhen a [realm|E]'s fertility is low, it is a sign to [migrate|E].\n\n[county_control|E] slows down the rate at which Fertility grows by a percentage equal to the current control."
game_concept_county_fertility_i: "@county_fertility_icon!"
game_concept_fertility_equilibrium: "Fertility Equilibrium"
game_concept_fertility_equilibrium_desc: "Fertility Equilibrium is a prediction of how fertile the [county|E] will become over a longer time. It is a value toward which [county_fertility|E] will arrive over time.\n\nIf the current [county_fertility|E] is below the Equilibrium, it will grow, and decline if it's above it.\n\nThe Fertility Equilibrium and the speed of change are mostly dependent on the ratio of Growth and Consumption modifiers for the [county|E]. If both Growth and Consumption are relatively small, any change will have a much greater effect on the Equilibrium."
game_concept_equilibrium: "Equilibrium"
game_concept_domain_fertility: "Domain Fertility"
game_concept_domain_fertility_desc: "Domain Fertility is the total [county_fertility|E] of all your held [counties|E]."
game_concept_seasonal_prediction: "Seasonal Prediction"
game_concept_seasonal_prediction_desc: "A skillful $court_position_court_astrologer$ can predict the next [steppe_season|E] in a region, offering helpful information to their liege in order to plan their next moves."
game_concept_kurultai: "Kurultai"
game_concept_kurultais: "Kurultais"
game_concept_kurultai_member: "Kurultai Member"
game_concept_kurultai_members: "Kurultai Members"
game_concept_kurultai_desc: "The Kurultai replaces the [council|E] for the [nomadic_government|E]. The Kurultai members are among the elite of the realm, and should either be appeased or forced into [obedience|E] to assure a smooth [succession|E].\n\nAfter the event of a chaotic succession, they may steal some [herd|E], abandon their new [liege|E], they will gain a [claim|E] on the [realm|E] [title|E]."
game_concept_kurultai_1_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_2_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_3_desc: "$game_concept_kurultai_desc$"
game_concept_kurultai_4_desc: "$game_concept_kurultai_desc$"
game_concept_herd: "Herd"
game_concept_herd_desc: "$game_concept_herd$ represents a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]'s people and flock of animals like horses, sheep, and goats.\n\nIt can be obtained through holding [counties|E] with high [county_fertility|E], [vassals|E], or [tributaries|E]. Cultural [traditions|E], [dynasty_perks|E], [legitimacy|E], and certain [yurt|E] [yurt_buildings|E] can offer bonuses to $game_concept_herd$ gain.\n\nA fraction of the Herd gets converted into [horde|E] when a ruler raises their [armies|E], and they can then be turned into [men_at_arms|E] at a reduced cost. Once these armies are disbanded, the remaining horde will convert back into herd.\n\nHerd provides a small trickle of [gold|E], and can also be used as a currency for taking certain [decisions|E] or increasing [migration|E] acceptance."
game_concept_herd_i: "@herd_icon!"
game_concept_horde: "Free Rider Horde"
game_concept_horde_desc: "The $game_concept_horde$ is the representation of a herding [ruler|E]'s military strength. It is obtained as a fraction of their [herd|E], and it only appears when the [ruler|E] raises their [armies|E].\n\nThey are converted into [GetMaA('nomadic_riders').GetName] that can be upgraded to other [men_at_arms|E] by paying a [gold|E] cost.\n\nCertain Cultural [traditions|E], [dynasty|E] legacy perks and [yurt_buildings|E] can increase the conversion rate."
game_concept_herder: "Herder"
game_concept_herder_desc: "Herder realms are removed from all aspects of rulership. They do not command [armies|E], own [buildings|E], create [alliances|E], or declare [wars|E]. When [nomads|E] [migrate|E] a [holding|E], herders will slowly replenish the local [county_fertility|E] by virtue of their smaller flock.\n\nThey are intimidated by proper [nomad|E] [rulers|E] and will immediately surrender their land when challenged."
game_concept_herder_i: "@government_type_herder!"
game_concept_herders: "Herders"
game_concept_herders_desc: "$game_concept_herder_desc$"
game_concept_nomadic_holding: "Nomadic Settlement"
game_concept_nomadic_holding_desc: "$game_concept_nomadic_holdings$ represent the existence of a [yurt|E] on the map. They are a [holding_type|E] used by [GetGovernment( 'nomad_government' ).GetName] [rulers|E] and provide small amounts of [county_control|E] and [county_opinion|E]."
game_concept_nomadic_holdings: "Nomadic Settlement"
game_concept_nomadic_holdings_desc: "$game_concept_nomadic_holding_desc$"
game_concept_herder_holding: "Herder Settlement"
game_concept_herder_holding_desc: "A $game_concept_herder_holding$ is the smallest of the [holding_types|E]. They represent the presence of [herders|E] in the area, and provide bonuses to the [county_fertility|E]."
game_concept_nomadic_authority: "Dominance"
game_concept_nomadic_authority_desc: "$game_concept_nomadic_authority$ represents the projected power of a [GetGovernment( 'nomad_government' ).GetName] [ruler|E]. It can be increased by [herd|E] size and will unlock additional [migration|E] options.\n\nThere are five different levels of $game_concept_nomadic_authority$: [unruly_nomadic|E], [limited_nomadic|E], [high_nomadic|E], [absolute_nomadic|E] and [unrestricted_nomadic|E].\n\n#weak The last level can only ever be obtained by one ruler per playthrough.#!"
game_concept_dominance: "$game_concept_nomadic_authority$"
game_concept_unruly_nomadic: "Unruly Nomads"
game_concept_unruly_nomadic_desc: "$game_concept_unruly_nomadic$ is the lowest level of [nomadic_authority|E]. At this level, [migration|E] can only target [de_jure|E] [county|E] [titles|E] within the [the_great_steppe|E] and [characters|E] cannot be [imprisoned|E]."
game_concept_limited_nomadic: "Limited"
game_concept_limited_nomadic_desc: "$game_concept_limited_nomadic$ is the second-lowest level of [nomadic_authority|E]. [migration|E] can target [de_jure|E] [duchy|E] [titles|E] within the [the_great_steppe|E], [titles|E] can be revoked and the liege may now [imprison|E] [characters|E] in their [realm|E].\n\nCan use the #V $step_away_from_the_steppe_decision$#! [decision|E]"
game_concept_high_nomadic: "High"
game_concept_high_nomadic_desc: "$game_concept_high_nomadic$ is the middle level of [nomadic_authority|E]. At this level [migration|E] can target [de_jure|E] [kingdom|E] [titles|E] within the [the_great_steppe|E] and the liege can [retract|E] a [vassal|E]'s vassals."
game_concept_absolute_nomadic: "Absolute"
game_concept_absolute_nomadic_desc: "$game_concept_absolute_nomadic$ is the second-highest level of [nomadic_authority|E]. At this level [migration|E] can target [de_jure|E] [empire|E] [titles|E] within the [the_great_steppe|E].\n\n[independent|E] [rulers|E] may settle outside of the steppe using the #high $settle_the_steppe_decision$#! [decision|E]"
game_concept_unrestricted_nomadic: "Unrestricted"
game_concept_unrestricted_nomadic_desc: "$game_concept_unrestricted_nomadic$ is the highest level of [nomadic_authority|E]. This level can only be obtained by one [character|E] in the entire game, and they will become the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )].\n\n[independent|E] [rulers|E] may use the #high $mpo_become_greatest_of_khans_decision$#! and #high $mpo_gok_world_conquest_decision$#! [decisions|E]"
game_concept_the_great_steppe: "The Great Steppe"
game_concept_the_great_steppe_desc: "$game_concept_the_great_steppe$ represents the endless sea of grass of the Eurasian Steppe, and the climate conditions that shape it, and is divided into three regions: Western, Central and Eastern.\n\nThe different [steppe_seasons|E] depict these both positive and adverse events, offering opportunities for special actions only available during that time, and modifying the [county_fertility|E] of each region.\n\nOnly [GetGovernment( 'nomad_government' ).GetName] and [herder|E] [rulers|E] take part in this [situation|E] and the [gurkhan|E] represents the most powerful ruler in the entire region."
game_concept_suzerain: "Suzerain"
game_concept_suzerain_desc: "A $game_concept_suzerain$ is a [ruler|E] with at least one [tributary|E]. Suzerains may themselves be Tributaries to another [ruler|E], but they must never be [vassals|E]."
game_concept_suzerains: "Suzerains"
game_concept_suzerains_desc: "$game_concept_suzerain_desc$"
game_concept_suzerain_possessive: "Suzerain's"
game_concept_tributary: "Tributary"
game_concept_tributary_desc: "A $game_concept_tributary$ is a [ruler|E] who has reached an agreement with another ruler, their [suzerain|E].\n\nThe $game_concept_tributary$ provides a periodic tribute in the form of [herd|E], [taxes|E], [prestige|E] or even [piety|E] (depending on their type) and, in exchange, gains a [truce|E] with the $game_concept_suzerain$.\n\nTributaries are a looser form of subject that cannot join [factions|E], but can break free if their requirements aren't met.\n\nIf the Suzerain is no longer [landed|E] nor [migrating|E], the Tributaries will break free after a short amount of time."
game_concept_tributaries: "Tributaries"
game_concept_tributary_possessive: "Tributary's"
game_concept_tributaries_desc: "$game_concept_tributary_desc$"
game_concept_subject: "Subject"
game_concept_subject_desc: "A $game_concept_subject$ is any [ruler|E] that has sworn loyalty to another ruler. They can be of various types, like [vassals|E] or [tributaries|E], each with their own specifications."
game_concept_subjects: "Subjects"
game_concept_subjects_desc: "$game_concept_subject_desc$"
game_concept_steppe_season: "Steppe Season"
game_concept_steppe_season_desc: "A $game_concept_steppe_season$ represents the current climate of [the_great_steppe|E], and the effects that this has on [county_fertility|E], as well as the actions that are available to involved [situation|E] [rulers|E].\n\n$game_concept_steppe_seasons$ are independent to each region, and [GetGovernment( 'nomad_government' ).GetName] Rulers may want to move to those with positive active Seasons.\n\nOn occasion, the same Season may occur in more than one [situation_sub_region|E] at a time."
game_concept_steppe_seasons: "Steppe Seasons"
game_concept_steppe_seasons_desc: "$game_concept_steppe_season_desc$"
game_concept_situation: "Situation"
game_concept_situation_situations: "Situations"
game_concept_situation_desc: "$game_concept_situation_situations$ are medium to long term affairs that involve characters within a geographical [situation_sub_region|E], switching between different [situation_phases|E]."
game_concept_situation_phase: "Situation Phase"
game_concept_situation_phase_desc: "Each $game_concept_situation_phase$ has its own modifiers and conditions that affect the involved characters.\n\nSome $game_concept_situation_phases$ are triggered by specific conditions, while others simply follow the passage of time."
game_concept_situation_phases: "Situation Phases"
game_concept_situation_phases_desc: "$game_concept_situation_phase_desc$"
game_concept_situation_sub_region: "Situation Region"
game_concept_situation_sub_regions: "Situation Regions"
game_concept_situation_sub_region_desc: "[situation_situations|E] may have more than one region, each of them with independent [situation_phases|E]."
game_concept_situation_sub_regions_desc: "$game_concept_situation_sub_region_desc$"
game_concept_situation_participant_group: "Participant Group"
game_concept_situation_participant_groups: "Participant Groups"
game_concept_situation_participant_group_desc: "Participant Groups within a [situation|E] are a collection of characters that share the same effects during each [situation_phase|E]."
game_concept_situation_catalyst: "Situation Catalyst"
game_concept_situation_catalyst_catalyst: "Catalyst"
game_concept_situation_catalyst_catalysts: "Catalysts"
game_concept_situation_catalyst_desc:2 "Certain [situation_situations|E] transition between [situation_phases|E] when a $game_concept_situation_catalyst$ occurs.\n\nA list of which $game_concept_situation_catalyst$ are important in each $game_concept_situation_phase$ can be found in the $game_concept_situation$ window."
game_concept_migration: "Migration"
game_concept_migration_desc: "$game_concept_migration$ is essential to [nomads|E]. When the [county_fertility|E] in their [realms|E] is low they will often move in search of greener pastures.\n\nMigration can only target [de_jure|E] [titles|E] and the accessible [title_tiers|E] are limited by a [ruler|E]'s [nomadic_authority|E].\n\nA proposal will be sent to the Nomad with the biggest [herd|E] in the desired area, and they can decide whether to leave their lands willingly, or to go to war to defend them.\n\n[herders|E] will always leave their lands, as they do not have the means to defend themselves."
game_concept_migrate: "Migrate"
game_concept_migrate_desc: "$game_concept_migration_desc$"
game_concept_migrates: "Migrates"
game_concept_migrated: "Migrated"
game_concept_migrating: "Migrating"
game_concept_raid_intent: "Raid Intent"
game_concept_raid_intent_desc: "A $game_concept_raid_intent$ may modify the types of rewards obtained from a [raid|E] or an army's movement speed or [loot|E] capacity. Apart from the regular raiding for [gold|E] and [prestige|E], there are alternatives like attempting to destroy [buildings|E], or increasing the chance of [imprisoning|E] [characters|E]."
game_concept_raid_intents: "Raid Intents"
game_concept_raid_intents_desc: "$game_concept_raid_intent_desc$"
game_concept_gurkhan: "Gurkhan"
game_concept_gurkhan_desc: "The biggest threat of [the_great_steppe|E]. The $game_concept_gurkhan$ is that [GetGovernment( 'nomad_government' ).GetName] [ruler|E] with the biggest [herd|E] in the entire region, marking them as a powerful ally or a dreadful enemy.\n\nOnly the $game_concept_gurkhan$ may reach the highest level of [nomadic_authority|E], allowing them to become the [GetTrait('greatest_of_khans').GetName( GetNullCharacter )] and marking them as a target."
game_concept_yurt: "Nomadic Capital"
game_concept_yurt_desc: "$game_concept_yurts$ are moving sets of tents, livestock, people and horses. They can go from just a few sheep to a roaring horde.\n\n[GetGovernment( 'nomad_government' ).GetName] [rulers|E] have a $game_concept_yurt$ that they grow through [yurt_buildings|E] and take with them when they [migrate|E]. They cannot construct regular [buildings|E] in [holdings|E].\n\nThe $game_concept_yurt$ has a [faith|E] and [culture|E] representing the majority of the migrating people, which can be different from that of the [ruler|E].\n\nTheir whole [court|E] travel with them, as well as their [family|E], [kurultai|E] and [knights|E]."
game_concept_yurts: "Nomadic Capitals"
game_concept_yurts_desc: "$game_concept_yurt_desc$"
game_concept_yurt_buildings: "Yurt Buildings"
game_concept_yurt_buildings_desc: "$game_concept_yurt_buildings$ are unique improvements to the $game_concept_yurt$.\n\nMechanically, they are [domicile_buildings|E] — though many represent social customs or simply areas of focus for the $game_concept_nomad$ tribe, rather than being literal structures.\n\nThe bonuses they can confer include:\n$EFFECT_LIST_BULLET$ Unlocking [court_positions|E] and Nomadic [decisions|E] and [character_interaction|E]s\n$EFFECT_LIST_BULLET$ Various bonuses to [herd|E] and [county_fertility|E], including [terrain|E] specializations\n$EFFECT_LIST_BULLET$ Unlocking and improving Nomadic [men_at_arms|E] and boosting the strength of [horde|E]\n$EFFECT_LIST_BULLET$ Unique nomadic [culture_tradition|E] bonuses\n$EFFECT_LIST_BULLET$ Ways to manage your [vassals|E] and [tributaries|E], as well as influence [characters|E] at your court.\n$EFFECT_LIST_BULLET$ [kurultai|E] and [obedience|E] bonuses."
game_concept_yurt_building: "Yurt Building"
game_concept_yurt_building_desc: "$game_concept_yurt_buildings_desc$"
game_concept_obedience: "Obedience"
game_concept_obedience_desc: "In [GetGovernment( 'nomad_government' ).GetName] [realms|E], obedience determines the loyalty of a [character|E] to their [liege|E], [suzerain|E] or owner of their [court|E]. Characters can only be obedient to one [ruler|E] at a time.\n\nObedient characters are less likely to participate in [hostile_schemes|E], join [wars|E] or join [factions|E] against their liege. They will always support their liege's preferences during [succession|E] and won't press their [claims|E] on them. Non-obedient [tributaries|E] may try to break free.\n\nWhen a character's score surpasses the [obedience_threshold|E] they become obedient."
game_concept_obedient: "Obedient"
game_concept_obedience_i: "@obedience_icon!"
game_concept_obedient_desc: "$game_concept_obedience_desc$"
obedience_value: "[obedience|E]:"
obedience_threshold_value: "[obedience_threshold|E]:"
game_concept_disobedient: "Disobedient"
game_concept_disobedience_i: "@disobedience_icon!"
game_concept_disobedient_desc: "$game_concept_obedience_desc$"
game_concept_obedience_threshold: "Obedience Threshold"
game_concept_obedience_threshold_desc: "The $game_concept_obedience_threshold$ is the score that [characters|E] need to achieve in order to be considered [obedient|E].\n\nThe threshold is affected by a series of factors: if they are [close_family|E] of the [overlord|E], if they are the [primary_heir|E], their [friendship|E] or [rivalry|E], their [traits|E] and whether you employ them or not in your [kurultai|E] or [court|E]. [children|E] are more likely to be obedient than adults.\n\n[GetGovernment( 'nomad_government' ).GetName] [rulers|E] can use the #EMP $mpo_desperate_stance_decision$#! [decision|E] to make everyone obedient, the #EMP $impose_obedience_intent$#! [intent|E] during a [GetActivityType( 'activity_hunt').GetName] to target one character and the #EMP $mpo_demand_obedience_interaction$#! [character_interaction|E] if they have high enough [dread|E]."
game_concept_overlord: "Overlord"
game_concept_overlord_desc: "An $game_concept_overlord$ is a [ruler|E] to whom another ruler has pledged obedience, either as a [vassal|E] or as a [tributary|E]. Both [suzerains|E] and [lieges|E] are overlords."
game_concept_overlord_possessive: "Overlord's"
game_concept_settlement_issue: "Settlement Issue"
game_concept_settlement_issue_desc: "Settlement Issues are tasks given to a [nomad|E] [ruler|E] after finishing a [migration|E] to new lands. They give the opportunity to handle conflicts and increase the local [county_control|E] in the new [domain|E].\n\nThese issues will continue to happen for the first years after a ruler has migrated, as long as the county has low county control."
game_concept_settlement_issue_tier: "Settlement Issue Tier"
game_concept_settlement_issue_tier_desc: "Every [settlement_issue|E] has a Settlement Issue Tier, which reflects the overall rewards of an Issue when successfully solved. Solving an Issue with with a higher tier will typical in more rewards in addition to the [county_control|E]."
game_concept_unmanaged_holdings: "Unmanaged Holdings"
game_concept_unmanaged_holding: "Unmanaged Holding"
game_concept_unmanaged_holdings_desc: "These are disabled [holdings|E] that do not count toward your [domain_limit|E]."
game_concept_nerge: "Nerge"
game_concept_nerge_outcome: "Nerge Outcome"
game_concept_nerge_desc: "The Nerge is a special type of [GetActivityType('activity_hunt').GetName] that can be undertaken by [GetGovernment( 'nomad_government' ).GetName] [rulers|E]. Instead of hunting a single animal, it is a large scale hunt where hundreds, if not thousands, of animals are slaughtered.\n\nInstead of using the regular [hunt_success_chance|E], it instead tracks a Nerge Outcome score based on how many animals are killed, which decides the kind of rewards the [activity_host_short|E] and [activity_guests_short|E] will get.\n\nA successful Nerge will usually reward:\n$BULLET_WITH_TAB$[legitimacy_i][legitimacy|E]\n$BULLET_WITH_TAB$[prestige_i][prestige|E]\n$BULLET_WITH_TAB$[dread_i][dread|E]\n$BULLET_WITH_TAB$[gold_i][gold|E]\nAnd in some cases it may reward:\n$BULLET_WITH_TAB$[martial_i][martial|E]\n$BULLET_WITH_TAB$[command_modifier_i][commander_trait|E] or [trait_level_track_xp|E]"
game_concept_dominate_title: "Dominate Title"
game_concept_domination_war: "Domination War"
game_concept_dominate_title_desc: "[nomads|E] who want to gain a [title|E] of a higher [title_tier|E] without [migrating|E] have the alternative of fighting the local inhabitants of an area over a title, as long as they have the right [dominance|E] level.\n\nIf there is someone holding the title in question, they will begin a war against that target, to usurp the title from them. If there isn't anyone holding the title in question, they will instead fight every single non-[tributary|E], non-[ally|E] in the [de_jure|E] area of the title.\n\nOn a victory, the aggressor will gain the title in question, and all defenders will become their Tributary. On a loss, the aggressor will pay [gold_i][gold|E] to the defender, and lose a significant amount of [dread_i][dread|E].\n\nIf the [decision|E] taker holds the whole De Jure area, they will simply gain the title immediately, as there are no defenders to be fought."
game_concept_expand_dominance: "Expand Dominance"
game_concept_dominance_expansion: "Dominance Expansion"
game_concept_expand_dominance_desc: "A special war for [GetGovernment( 'nomad_government' ).GetName] [rulers|E] for either an area within their [de_jure|E] lands, or to expand their [de_jure|E] area to new frontiers.\n\nAll Nomadic Rulers of a [duchy|E] [title_tier|E] or higher can start the war within their De Jure. On a victory they will attempt to either [vassalize|E] the defender or force them to become a [tributary|E], or conquer their lands altogether if they hold land outside of the target lands of the war.\n\nTo expand their dominion to foreign lands, a Nomadic Ruler has to be of a [kingdom|E] Tier or higher. On a victory they will still attempt to Vassalize, Tributarize, or conquer the lands, but the lands will also immediately shift De Jure to the primary title of the Nomadic ruler."
game_concept_paiza: "Paiza"
game_concept_paiza_desc: "Paiza, or a gerege, is a small metal tablet issued by powerful [characters|E] in the [the_great_steppe|E], which extends the Khans' power to the carrier.\n\nMechanically, they are [artifacts|E] that a powerful [GetGovernment( 'nomad_government' ).GetName] ruler issues to their favorites via the #V$mpo_interaction_grant_paiza$#! [character_interaction|E].\nAfter taking the #V $mpo_establish_paiza_system_decision$#! [decision|E], you get access to #V $mpo_call_for_merchants_decision$#! [decision|E] that allows you to engage in trade with settled people, improved by the various [internal_upgrades|E] to the [GetDomicileBuilding('trade_yurt_01').GetName] [yurt_buildings|E]\n\nHowever, [characters|E] carrying Paiza [artifacts|E] bearing the name of a living [gurkhan|E] have access to #V $mpo_abuse_authority_paiza_decision$#! [decision|E] and #V $mpo_interaction_leverage_khan_authority$#! [character_interaction|E]\n\n#weak By the power of Eternal Heaven. By the protection of the Imperial Good Fortune. An edict of the Khan; any person whosoever who does not respect it shall be punished, shall die.#!"

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@ -245,7 +245,8 @@
government_is_landless_adventurer: "Has access to a [camp|E]" government_is_landless_adventurer: "Has access to a [camp|E]"
government_is_administrative: "Has access to an [estate|E]" government_is_administrative: "Has access to an [estate|E]"
government_is_nomadic: "Has [herd|E]" government_is_nomadic: "Has [herd|E]"
government_is_herder: "Is unplayable" government_is_herder: "Has [herd|E]"
government_is_true_herder: "Is unplayable"
government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]" government_is_celestial: "Has access to an [estate|E] and [top_liege|E] has [mandate_of_heaven|E]"
government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]" government_is_mandala: "Uses the [mandala|E] #V [GetBuilding('mandala_capital_01').GetTypeName]#! [great_project|E] and [great_building|E]"
government_is_japan_feudal: "$government_is_japan_administrative$" government_is_japan_feudal: "$government_is_japan_administrative$"

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l_english:
peasant_republic_government: "Peasant Republic"
peasant_republic_government_with_icon: "@government_type_peasant_republic! $peasant_republic_government$"
peasant_republic_government_adjective: "Peasant Republic"
peasant_republic_government_realm: "Peasant Republic"
peasant_republic_government_desc: "\n$game_concept_peasant_republic_desc$"
game_concept_peasant_republic: "Peasant Republic"
game_concept_peasant_republic_desc: "A $Peasant Republic$ is an [landed|E] [character|E] who leads a [peasant_republic_government|E]."
game_concept_farm_estate: "Farm Estate"
game_concept_farm_estate_desc: "A small landholding where a farmer tends his lands."
farm_estate_main_01_domicile_building: "Farmstead"
farm_estate_main_02_domicile_building: "Farmstead"
farm_estate_main_03_domicile_building: "Farmstead"
farm_estate_main_04_domicile_building: "Farmstead"
farm_estate_main_05_domicile_building: "Farmstead"
peasant_republic_icon_concept: "[peasant_republic_government_i|E]"
game_concept_peasant_republic_i: "@government_type_peasant_republic!"
game_concept_farm_estate_i: "@government_type_peasant_republic!"
duchy_landless_peasant_republic: "Community"
duke_landless_peasant_republic_male_peasant_republic: "Master"
duke_landless_peasant_republic_female_peasant_republic: "Mistress"
spouse_landless_peasant_republic_male: "Master"
spouse_landless_peasant_republic_holder_female: "Mistress"
d_nf_colbrugha:0 "Farmstead of the $dynn_britannia_colbrugha$'s"
d_nf_colbrugha_adj:0 "Farmer"
d_nf_colbrugha_article:0 "The "
government_locked_to_elective:0 "Government is locked to Elctive"
government_is_prepublic:0 "Has access to a [farm_estate_i|E][farm_estate|E]"
farm_estate_domicile_title: "Farmstead"
farm_estate_type: "[farm_estate_i|E][farm_estate|E]"
farm_estate_type_tooltip: "[farm_estate_i|E][farm_estate|E]"
farm_estate_domicile_type: "[farm_estate_i|E][farm_estate|E]"
farm_estate_domicile_type_possessive: "Community's"
farm_estate_domicile_type_tooltip: "[farm_estate_i|E][farm_estate|E]"
FARM_ESTATE: "[farm_estate_i|E][farm_estate|E]"
FARM_ESTATE_BUILDINGS: "[farm_estate_i|E][farm_estate|E]"
FARM_ESTATE_CONCEPT: "[farm_estate_i|E][farm_estate|E]"
domicile_farm_estate: "Farmstead of the [CHARACTER.GetHouse.GetNameNoTooltip]'s"
culture_parameter_use_farmer_republics: "This Culture uses [peasant_republic_i|E][peasant_republic|E]s instead of Republics"
tradition_farmer_republics_name:0 "Peasant Freedom"
tradition_farmer_republics_desc:0 "This culture has refused the return of feudalism and its farmers wont be subjegated by the noble."

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l_english:
#Reasons
MAA_TOUGHNESS:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0V$"
MAA_DAMAGE:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0V$"
MAA_SIEGE_VALUE:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0V$"
MAA_SCREEN:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0V$"
MAA_TOUGHNESS_DIFF:0 "$EFFECT_LIST_BULLET$[toughness|E]: $VALUE|0+=$"
MAA_DAMAGE_DIFF:0 "$EFFECT_LIST_BULLET$[damage|E]: $VALUE|0+=$"
MAA_SIEGE_VALUE_DIFF:0 "$EFFECT_LIST_BULLET$[siege_progress|E]: $VALUE|1=V$/day"
MAA_SIEGE_TIER_DIFF:1 "$EFFECT_LIST_BULLET$Siege Tier: $VALUE|0V$"
MAA_PURSUIT_DIFF:0 "$EFFECT_LIST_BULLET$[pursuit|E]: $VALUE|0+=$"
MAA_SCREEN_DIFF:0 "$EFFECT_LIST_BULLET$[screen|E]: $VALUE|0+=$"
MAA_COUNTERS_EFFECT:0 "$EFFECT_LIST_BULLET$Counters $TYPE|V$"
MAA_COUNTERS_EFFECT_SHORT:0 "$TYPE|V$"
MAA_COUNTERS_LABEL:1 "[MenAtArmsType.GetNameNoTooltip] [counters|E] these Types:\n[MenAtArmsType.GetCountersString]"
MAA_COUNTER_SHORT_LIST:1 "$LIST$"
MAA_COUNTER_NONE:0 "#weak None#!"
MAA_TERRAIN_EFFECT_FORMAT:0 "$EFFECT_LIST_BULLET$In $TERRAIN_TYPE|V$: $LIST$"
MAA_TERRAIN_EFFECT_DAMAGE:1 "$VALUE|+=0$ [damage|E]"
MAA_TERRAIN_EFFECT_TOUGHNESS:1 "$VALUE|+=0$ [toughness|E]"
MAA_TERRAIN_EFFECT_PURSUIT:1 "$VALUE|+=0$ [pursuit|E]"
MAA_TERRAIN_EFFECT_SCREEN:1 "$VALUE|+=0$ [screen|E]"
MAA_TERRAIN_EFFECT_SIEGE_VALUE:0 "$VALUE|+=0$/day [siege_progress|E]"
MAA_HOLDING_EFFECT_FORMAT: "$EFFECT_LIST_BULLET$In $HOLDING_TYPE|V$: $LIST$"
MAA_HOLDING_EFFECT_DAMAGE: "$VALUE|+=0$ [damage|E]"
MAA_HOLDING_EFFECT_TOUGHNESS: "$VALUE|+=0$ [toughness|E]"
MAA_HOLDING_EFFECT_PURSUIT: "$VALUE|+=0$ [pursuit|E]"
MAA_HOLDING_EFFECT_SCREEN: "$VALUE|+=0$ [screen|E]"
MAA_HOLDING_EFFECT_SIEGE_VALUE: "$VALUE|+=0$/day [siege_progress|E]"
MAA_DOES_NOT_FIGHT_IN_MAIN_PHASE:0 "Siege Weapons do not attack in combat"
MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetCostString(GetPlayer)]"
TITLE_MEN_AT_ARMS_TYPE_TOOLTIP_CREATION_COST: "Creation cost: [MenAtArmsType.GetTitleRegimentCostString(GetPlayer)]"
SIEGE_TIER_MAX_FORT_LEVEL:0 "$EFFECT_LIST_BULLET$Max [fort_level|E]: $VALUE|V$"
SIEGE_TIER_BEATS_ALL_FORTS:0 "$EFFECT_LIST_BULLET$Beats all [fort_level|E]"
REGIMENT_TERRAIN_MODIFIER_TOOLTIP:0 "#T In [RegimentTerrainModifier.GetTerrain.GetName]#!\n[RegimentTerrainModifier.GetEffectString]"
REGIMENT_TERRAIN_BONUS_HEADER:0 "[terrain|E] Effects:"
REGIMENT_TERRAIN_BONUS_NONE:0 "#weak No terrain effects#!"
REGIMENT_HOLDING_BONUS_HEADER: "[holding_type|E] Effects:"
REGIMENT_HOLDING_MODIFIER_TOOLTIP: "#T In [RegimentHoldingModifier.GetHolding.GetName]#!\n[RegimentHoldingModifier.GetEffectString]"
REGIMENT_WINTER_EFFECT_HEADER:0 "Winter Effects:"
REGIMENT_DAMAGE_TT:3 "#T [damage|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'damage' )]"
REGIMENT_TOUGHNESS_TT:3 "#T [toughness|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'toughness' )]"
REGIMENT_PURSUIT_TT:3 "#T [pursuit|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'pursuit' )]"
REGIMENT_SCREEN_TT:3 "#T [screen|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1V]#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'screen' )]"
REGIMENT_SIEGE:3 "#V +[MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]#!/day"
REGIMENT_SIEGE_TT:3 "#T [siege_progress|E]: [MenAtArmsType.GetStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|1V]/day#!\n[MenAtArmsType.GetStatDesc( GetPlayer, Province.Self, Title.Self, 'siege_value' )]"
REGIMENT_PROVINCE_DAMAGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'damage' )|1=+^]"
REGIMENT_PROVINCE_TOUGHNESS:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'toughness' )|1=+^]"
REGIMENT_PROVINCE_PURSUIT:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'pursuit' )|1=+^]"
REGIMENT_PROVINCE_SCREEN:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'screen' )|1=+^]"
REGIMENT_PROVINCE_SIEGE:0 "[MenAtArmsType.GetProvinceStat( GetPlayer, Province.Self, Title.Self, 'siege_value' )|2=+^]/day"
REGIMENT_PROVINCE_DAMAGE_TT:0 "#T Additional [damage|E]: $REGIMENT_PROVINCE_DAMAGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'damage' )]"
REGIMENT_PROVINCE_TOUGHNESS_TT:0 "#T Additional [toughness|E]: $REGIMENT_PROVINCE_TOUGHNESS$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'toughness' )]"
REGIMENT_PROVINCE_PURSUIT_TT:0 "#T Additional [pursuit|E]: $REGIMENT_PROVINCE_PURSUIT$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'pursuit' )]"
REGIMENT_PROVINCE_SCREEN_TT:0 "#T Additional [screen|E]: $REGIMENT_PROVINCE_SCREEN$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'screen' )]"
REGIMENT_PROVINCE_SIEGE_TT:0 "#T Additional [siege_progress|E]: $REGIMENT_PROVINCE_SIEGE$#!\n[MenAtArmsType.GetProvinceStatDesc( GetPlayer, Province.Self, 'siege_value' )]"
REGIMENT_ORIGIN_LOCATION:0 "[stationed|E] in: [Province.GetBaronyNameExplicitly]"
REGIMENT_NO_ORIGIN_LOCATION:0 "@warning_icon! #X Not [stationed|E] in any [holding|E]#!"
OPEN_MAA_ORIGIN_SELECT_VIEW:0 "#T Change [stationed_holding|E]#!"
CLEAR_MAA_ORIGIN:0 "#I Right-click to remove stationed holding#!"
SELECT_MEN_AT_ARMS_LOCATION:0 "[station_regiment|E]"
SELECT_REGIMENT_ORIGIN_INVALID_REGIMENT:0 "@warning_icon! #X Invalid [regiment|E]#!"
SELECT_REGIMENT_ORIGIN_INVALID_MAA:0 "@warning_icon! #X [regiment|E] is #bold not#! [men_at_arms|E]#!"
SELECT_REGIMENT_ORIGIN_RAISED_REGIMENT:0 "@warning_icon! #X [regiment|E] is raised#!"
SELECT_REGIMENT_ORIGIN_RAISING_REGIMENT:0 "@warning_icon! #X [regiment|E] is being raised#!"
SELECT_REGIMENT_ORIGIN_INVALID_PROVINCE:0 "@warning_icon! #X Invalid [holding|E]#!"
SELECT_REGIMENT_ORIGIN_ALREADY_AT_PROVINCE:0 "@warning_icon! #X [REGIMENT.GetNameNoTooltip] is already [stationed|E] in [PROVINCE.GetBaronyNameExplicitlyNoTooltip]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_NOT_OWNED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is #bold not#! in your [domain|E]#!"
SELECT_REGIMENT_ORIGIN_PROVINCE_OCCUPIED:0 "@warning_icon! #X [PROVINCE.GetBaronyNameExplicitlyNoTooltip] is [occupied|E] by [PROVINCE.GetController.GetShortUIName]#!"
REGIMENT_ORIGIN_LOCATION_MAP:0 "Stationed in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REGIMENT_ORIGIN_NEW_LOCATION_MAP:0 "Station in: [Province.GetBaronyNameExplicitlyNoTooltip]"
REPLACE_MAA_ORIGIN_TITLE:0 "Replace [stationed_regiment|E]"
REPLACE_MAA_ORIGIN_BODY:0 "Replace the [stationed|E] [Province.GetMaaOriginHere.GetName] in [Province.GetBaronyNameExplicitly] with [Regiment.GetName]"
REPLACE_MAA_ORIGIN_ACCEPT:0 "Replace"
VIEW_MAA_ORIGIN_TT:0 "#T View [stationed_regiment|E]#!"
SHOW_MAA_ORIGIN_TT:0 "#T [stationed_regiment|E]#!\n[Province.GetTitle.GetHolder.GetShortUIName|U] [Province.GetTitle.GetHolder.LocalPlayerString( 'have', 'has' )] [stationed|E] a [regiment|E] of [Province.GetMaaOriginHere.GetName] #weak ([Province.GetMaaOriginHere.GetMAAType.GetBaseTypeName])#! in this [holding|E]."
MAA_UNSTATIONED:0 "Unstationed"
REGIMENT_SIEGE_MAX_FORT_LEVEL:1 "Effective up to [fort_level|E] #high [MenAtArmsType.GetMaxFortLevel]#!"
REGIMENT_STAT_ENTRY:0 "$KEY$: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_ADD:0 "From [stationed_holding|E]: $VALUE|+=0$"
REGIMENT_ORIGIN_STAT_ENTRY_MULT:0 "From [stationed_holding|E]: $VALUE|+=%0$"
BASE_VALUE_SIEGE:0 "Base: $VALUE|V1$"
REGIMENT_WINTER_NORMAL_MODIFIER_TOOLTIP:2 "#T In Normal Winter#!\n[MenAtArmsType.GetWinterNormalModifier.GetEffectString]"
REGIMENT_WINTER_HARSH_MODIFIER_TOOLTIP:2 "#T In Harsh Winter#!\n[MenAtArmsType.GetWinterHarshModifier.GetEffectString]"
TRANSFER_TITLE_MAA_NOT_TITLE_MAA: "@warning_icon! Only title [men_at_arms|E] regiments can be transferred between titles."
TRANSFER_TITLE_MAA_NOT_ADMINISTRATIVE: "@warning_icon! [TITLE.GetNameNoTooltip] is #bold not#! under a [GetGovernment( 'administrative_government' ).GetName]"
TRANSFER_TITLE_MAA_ALREADY_CONTROLS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
TRANSFER_TITLE_MAA_ALREADY_OWNS_MAA: "@warning_icon! [TITLE.GetName] already controls one or more of the target men-at-arms regiments."
#MaA types
skirmishers:2 "[skirmishers|E]"
archers:2 "[archers|E]"
light_cavalry:2 "[light_cavalry|E]"
heavy_cavalry:2 "[heavy_cavalry|E]"
pikemen:2 "[spearmen|E]"
heavy_infantry:2 "[heavy_infantry|E]"
archer_cavalry:0 "[archer_cavalry|E]"
camel_cavalry:0 "[camel_cavalry|E]"
elephant_cavalry:0 "[elephant_cavalry|E]"
gunpowder: "[gunpowder|E]"
peasant_militia: "[peasant_militia|E]"
#Base MaA
light_footmen:0 "Light Footmen"
bowmen:0 "Bowmen"
light_horsemen:0 "Light Horsemen"
pikemen_unit:0 "Pikemen"
armored_footmen:0 "Armored Footmen"
armored_horsemen:0 "Armored Horsemen"
crossbowmen:0 "Crossbowmen"
handgunners: "Handgunners"
pikemen_militia: "Pikemen Militia"
#Siege MaA
siege_weapon:2 "[siege_weapons|E]"
onager:0 "Onagers"
mangonel:0 "Mangonels"
trebuchet:0 "Trebuchets"
bombard:0 "Bombards"
#TGP Siege MaA
ballista: "Siege Crossbows"
cloud_ladder: "Cloud Ladders"
siege_tower: "Mobile Towers"
cannon: "Fire Dragon Engines"
#Regional MaA
war_elephant:0 "War Elephants"
camel_rider:0 "Camel Riders"
#Cultural MaA
huscarl:0 "Huscarls"
landsknecht:0 "Landsknechts"
longbowmen:0 "Longbowmen"
goedendag:0 "Goedendag Militia"
gendarme:0 "Gendarmes"
chasseur:0 "Chasseurs"
picchieri:0 "Picchieri"
praetorian:1 "Palatini"
caballero:0 "Caballeros"
cataphract:0 "Kataphraktoi"
monaspa:0 "Monaspa"
hobelar:0 "Hobelars"
schiltron:0 "Schiltron"
metsanvartija:0 "Metsänvartija"
horse_archers:0 "Horse Archers"
mubarizun:0 "Mubarizun"
ayyar:0 "Ayyar"
druzhina:0 "Druzhina"
hussar:1 "Konni"
horn_warrior:0 "Horn Warriors"
bush_hunter:0 "Bush Hunters"
shomer:0 "Shomer"
khandayat:0 "Khandayat"
garudas:1 "Lenkas"
mountaineer:0 "Mountaineers"
sahel_horsemen:0 "Sahel Horsemen"
guinea_warrior:0 "Guinean Uplanders"
sarawit:0 "Sarawit"
abudrar:0 "Abudrar"
zbrojnosh:0 "Zbrojnosh"
palace_guards:0 "Palace Guards"
shenbigong:0 "Shenbigong" # 神臂弓
mulaththamun:0 "Mulathamūn"
archers_of_the_nile:0 "Nile Archers"
paiks:0 "Paiks"
guanch_vaulter:0 "Vaulter Infantry"
ayrudzi: "Ayrudzi"
conrois: "Conrois"
akritai: "Akritai"
ballistrai: "Ballistrai"
skoutatoi: "Skoutatoi"
varangian_guards: "Varangian Guards"
handpicked_faithful: "Handpicked Faithful"
fire_lancers: "Fire Lancers"
gakgung_archers: "Gakgung Archers"
ballista_elephant: "Ballista Elephants"
pesilat_warriors: "Pesilat Warriors"
samurai: "Samurai"
japanese_horse_archers: "Mounted Samurai"
emishi_horse_archers: "Emishi Riders"
warrior_monks: "Warrior Monks"
zhanmadao_infantry: "Zhanmadao Infantry"
tiefutu: "Tiefutu"
black_armor_cavalry: "Black-Armored Cavalry"
burenjia: "Burenjia Infantry"
rocket_carts: "Rocket Carts"
ordo_riders_horse_archers: "Ordo Riders"
#Special MaA
house_guard:0 "House Guard"
house_guard_flavor:0 "#F This elite regiment is in the service of a specific Dynasty. The warriors are hand-picked from the most loyal subjects.#!"
#MaA Descriptions
bowmen_flavor:1 "#F Professional archers fill the air with arrows, devastating the foremost enemy troops.#!"
light_footmen_flavor:1 "#F Veteran skirmishers are invaluable harriers, disrupting enemy flanks and chipping away at morale.#!"
light_horsemen_flavor:0 "#F Light and swift, these horsemen are excellent at flanking, and devastating when pursuing routing enemies.#!"
armored_footmen_flavor:1 "#F Heavily armed and well-trained, these troops specialize in smashing massed infantry.#!"
pikemen_unit_flavor:0 "#F Long pikes allow these regiments to form walls of spikes that can stop a cavalry charge dead.#!"
armored_horsemen_flavor:0 "#F Heavily armed and armored, these horsemen dominate warfare in the open plains.#!"
crossbowmen_flavor:0 "#F Though slow to reload, crossbows are easy to use and fire bolts which can pierce through most armor at a good range.#!"
handgunners_flavor: "#F Expensive and explosive in equal measure, these crude firearms are incredibly effective weapons.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
fire_lancers_flavor: "#F Using experimental formulas, men armed with strange polearms are able to rain fire down upon terrified enemies.#!\n#help Enabled by the [GetBuilding('powder_magazine_01').GetName].#!"
gakgung_archers_flavor: "#F Equipped with powerful reflex bows and thumb rings to strengthen their draw, these archers can fire arrows over an incredible range."
pesilat_warriors_flavor: "#F Although they are often armed with a #italic kris#!, a #italic golok#!, or a myriad array of other melee weapons, silat practitioners are equally well-versed in unarmed combat.#!"
samurai_flavor: "#F #italic Bushi#! retainers attend to the needs of nobility and the highest levels of society, armed with a sword and protected with lacquered leather or metal armor.#!"
zhanmadao_infantry_flavor: "#F Equipped with enormous two-handed swords, these soldiers are trained to use their blades to counter cavalry with a dazzling array of thrusts, slashes, and feints.#!"
black_armor_cavalry_flavor: "#F An elite imperial guard unit known for its dark, oxidized iron armor.#!"
tiefutu_flavor: "#F Known as Iron Pagodas, these heavily armed cavalrymen were introduced to China by the Jurchen Jin dynasty. Pairing skilled horsemanship with heavy armor, they are a fierce enemy on any battlefield.#!"
burenjia_flavor: "#F Deployed in great numbers, in tight formations, this infantry is the backbone of Imperial armies. Composed of up to 1000 lamellar pieces, their heavy armor allows them to stand against almost any invader.#!"
rocket_carts_flavor: "#F A handful of men can hit the enemy with the force of a hundred archers with a single spark of flame, although it might be worth keeping an eye on the kind of men who would willing work with this sort of device.#!"
ordo_riders_horse_archers_flavor: "#F The steppe has created some hardened warriors, serving their khan and collecting tributes from various neighbors. These riders, organized in an Ordo, create the backbone of any elite nomadic force.#!"
onager_flavor:0 "#F These small torsion catapults can tear down enemy fortifications by hurling stone projectiles over a distance.#!"
mangonel_flavor:0 "#F The traction-powered mangonel is easier to operate than the onager while also boasting a faster rate-of-fire.#!"
trebuchet_flavor:0 "#F The counterweight trebuchet can hurl large projectiles with much greater force than mangonels or onagers.#!"
bombard_flavor:0 "#F No longer constrained by the limits of levers and pulleys, these cannons can blast through fortifications with ease.#!"
ballista_flavor: "#F Large crossbows mounted on a wheeled platform that can launch steel-tipped bolts to impressive distances.#!"
cloud_ladder_flavor: "#F A hinged folding ladder with a simple pulling mechanism to unfold once within reach of the enemy walls.#!"
siege_tower_flavor: "#F A large wooden tower on wheels that can be pushed up to enemy walls, offering more protection and stability than siege ladders.#!"
cannon_flavor: "#F These relatively small but deadly guns were propped up at the muzzle end and pinned to the ground to deaden the recoil.#!"
war_elephant_flavor:0 "#F A charging elephant is almost impossible to stop, making them excellent shock troops.#!"
ballista_elephant_flavor: "#F A charging elephant is alarming enough, but a charging elephant equipped with a powerful ballista on its back is sure to unnerve even the most battle-hardened foes.#!"
camel_rider_flavor:0 "#F Better suited to desert warfare than traditional cavalry, these riders dominate the sands.#!"
huscarl_flavor:1 "#F Germanic Huscarls are masters of using shield walls to block incoming volleys of arrows.#!"
landsknecht_flavor:1 "#F German Landsknechts can use their massive zweihanders to tear through the massed ranks of enemy spearmen.#!"
longbowmen_flavor:2 "#F Though they require a lifetime to properly master, the longbows of England and Wales are powerful enough to pierce plate and can loose volleys at an almost-unequaled rate.#!"
goedendag_flavor:0 "#F The Flemish goedendag is a spiked club which can be braced against cavalry charges.#!"
gendarme_flavor:0 "#F French Gendarmes are the shining pinnacle of heavy cavalry, inspiring awe around the world.#!"
chasseur_flavor:0 "#F Outremer knights have mastered both European horsemenship and Levantine desert tactics.#!"
picchieri_flavor:0 "#F The mobile formations used by Latin Picchieri make them more deadly than traditional pikemen.#!"
praetorian_flavor:1 "#F The best of the best, Palatini are elite Roman soldiers who serve the Emperor directly.#!"
caballero_flavor:0 "#F Unlike most cavalry, Iberian Caballeros are at home both on flat plains and in rough hilly terrain.#!"
cataphract_flavor:0 "#F Armored in coats of iron, Greek cataphracts can break almost any defensive line with their charge.#!"
monaspa_flavor:0 "#F Formed from the core of the bodyguards of the Georgian kings the Monaspa are a fearsome heavy cavalry force that is well at home in the undulating terrain of the Caucasus.#!"
hobelar_flavor:0 "#F Fast and agile, Celtic Hobelars can easily raid the forests and hills other cavalry avoid.#!"
schiltron_flavor:0 "#F The incredible discipline of Scottish pikemen lets them easily break enemy charges, even on open plains.#!"
metsanvartija_flavor:0 "#F Uralic Metsänvartija can ambush invaders with a hail of arrows before melting back into the trees.#!"
horse_archers_flavor:0 "#F Horse archers are used by nomadic tribes to unleash hails of arrows while being almost impossible to catch.#!"
ayyar_flavor:0 "#F Young and eager, members of the Ayyar fighting clubs serve as willing and able soldiers ready to be called upon at a moment's notice.#!"
mubarizun_flavor:0 "#F Trained in both formation fighting and single combat, Arabic Mubarizun can crush most other infantry in battle.#!"
druzhina_flavor:0 "#F Russian Druzhina are skilled bodyguards who have devoted themselves to protecting their allies.#!"
hussar_flavor:1 "#F Masters of raiding, the infamous $hussar$ light cavalry of Eastern Europe can make short work of a fleeing enemy army.#!"
horn_warrior_flavor:0 "#F Practiced in mountainous warfare, warriors from the Horn of Africa are not to be underestimated.#!"
bush_hunter_flavor:0 "#F These West African archers turn the difficult terrain of the bush to their advantage.#!"
shomer_flavor:0 "#F Devoted to protecting their kin, Jewish shomer are adept at covering for their fellows in battle.#!"
khandayat_flavor:0 "#F Indian Khandayats are master swordsmen who can easily cut down both men and horse alike.#!"
garudas_flavor:0 "#F Garuda Warriors are famous for their loyalty, and for fighting to the death. Once a Garuda warrior fall his entire retinue of Lenka warriors are expected to die with him.#!"
mountaineer_flavor:0 "#F Intense training at high altitudes makes Tibetan soldiers the undisputed champions of their domain.#!"
sahel_horsemen_flavor:0 "#F Sahel Riders are mounted warriors who use light quilted armor and javelins to devastate their enemies#!"
guinea_warrior_flavor:0 "#F Warriors of the uplands of Guinea move fast, and their javelins are precise and deadly.#!"
sarawit_flavor:0 "#F The Sarawit is a well-trained army at home in the Ethiopian highlands.#!"
zbrojnosh_flavor:0 "#F At home in the hills and forests of Central Europe, the Zbrojnosh are feared far and wide.#!"
abudrar_flavor:0 "#F The Abudrar mountaineers know every gorge and wadi of their homeland.#!"
palace_guards_flavor:0 "#F Usually standing guard and keeping the peace, these versatile warriors can form the backbone of any army.#!"
shenbigong_flavor:1 "#F These elite crossbowmen are armed with the mighty Shenbigong, the "Divine Arm Bow". Each bolt loosed can punch through armor and formations with unnerving accuracy.#!"
mulaththamun_flavor:0 "#F These riders have honed their skills during a lifetime in close connection with the desert and cover their faces with the Litham veil, protecting them from the sand and from recognition by the enemy.#!"
archers_of_the_nile_flavor:0 "#F For thousands of years the Nubians have protected their homeland by mastering the bow from a young age, fighting off the raids from surrounding desert peoples and invaders alike.#!"
paiks_flavor:0 "#F Footmen have been the mainstay of Indian armies for centuries, and no weapon is as common as the simple bamboo bow which many Indian commoners practice through hunting from young age.#!"
guanch_vaulter_flavor:0 "#F Armed with long vaulting poles, these nimble warriors are able to navigate craggy and mountainous terrain with ease and can even vault over some fortifications.#!"
ayrudzi_flavor: "#F Fast-riding and clever in their use of harsh terrain, yet clad in solid armor, these fierce nobles can serve as both harassing cavalry and a formidable vanguard.#!"
conrois_flavor: "#F Spurring hard with lances couched, these reckless Norman horsemen plunge into any weakness to be found in enemy formations, eager to snatch victory through shock and terror.#!"
akritai_flavor: "#F Veteran rural conscripts, defenders of the rocky passes, who use careful timing and local knowledge to harass even the mightiest of hosts.#!"
ballistrai_flavor: "#F Spear-sized bolts soar from these torsion-based machines into besieged settlements and enemy formations alike, causing fear and disorder.#!"
skoutatoi_flavor: "#F The tall #EMP skouton#! shields these infantry array against the foe is their namesake. Yet their chief virtue in battle is discipline, which affords them good order in both advance and retreat.#!"
varangian_guards_flavor: "#F These famed axe-wielding Germanic mercenaries are the unwavering core of the imperial host.\n\n@warning_icon! #X They will claim some [gold|E] after the Basileus's death.#!"
handpicked_faithful_flavor: "#F Individually outstanding in valor, loyalty, and talent, these fighters are ready to lay down their lives to protect their leader.#!"
emishi_horse_archers_flavor: "#F Forced to defend themselves from stronger threats, Emishi horse archers are masters of hit-and-run tactics, raiding, and ambushes.#!"
japanese_horse_archers_flavor: "#F Adopting the techniques of the northern Emishi but using heavier armor, samurai take to the saddle, yumi in hand, and harry their foes with arrows."
warrior_monks_flavor: "#F Defending the faithful and serving their patrons, these monks' lives of devotion give plentiful time for training, and strong convictions.#!"
pikemen_militia_flavor: "#F Ready to fight for their land and dignity. Pushed to the brink of desperation, they will target any noble landlord to take what's due.#!"
#Religious MaA
teutonic_knights:1 "Order Knights"
teutonic_knights_flavor:1 "#F Heavily armored and zealous knights, specializing in massed infantry battles in addition to their heavy cavalry charges.#!"
skirmishers_lowercase:0 "skirmishers"
light_cavalry_lowercase:0 "light horsemen"
heavy_cavalry_lowercase:0 "heavy horsemen"
archers_lowercase:0 "archers"
pikemen_lowercase:0 "pikemen"
heavy_infantry_lowercase:0 "armored footmen"
elephant_cavalry_lowercase:0 "war elephants"
camel_cavalry_lowercase:0 "camel cavalry"
horse_archers_lowercase:0 "horse archers"
levies_lowercase:0 "levies"
gunpowder_lowercase: "handgunners"
# Accolade MaA
accolade_maa_archers:0 "Retinue Archers"
accolade_maa_archers_flavor:1 "[retinue_maa|E]\n#F These elite archers are no rabble of poachers: they are relentlessly drilled to rain arrows accurately and at great speed.#!"
accolade_maa_skirmishers:0 "Retinue Skirmishers"
accolade_maa_skirmishers_flavor:1 "[retinue_maa|E]\n#F A mix of lightly-equipped elite warriors and seasoned mercenary raiders, feared for their skill at ambushes and unconventional warfare.#!"
accolade_maa_pikes:0 "Retinue Pikemen"
accolade_maa_pikes_flavor:1 "[retinue_maa|E]\n#F Bedecked in fine armor and bearing long pikes, these infantrymen form the unbreakable core of their liege's army.#!"
accolade_maa_outriders:0 "Retinue Outriders"
accolade_maa_outriders_flavor:1 "[retinue_maa|E]\n#F Atop swift steeds, these elite horsemen can outrun any foe and strike always where least expected and least welcome.#!"
accolade_maa_vanguards:0 "Retinue Vanguard"
accolade_maa_vanguards_flavor:1 "[retinue_maa|E]\n#F Afforded pride of place in the thick of the fight, these disciplined and resplendent heavy infantry are a force few foes can withstand.#!"
accolade_maa_lancers:0 "Retinue Lancers"
accolade_maa_lancers_flavor:1 "[retinue_maa|E]\n#F Coursing into the fray with thunderous clamor and true nobility, the serried ranks of these horsemen inspire a terrible awe on any battlefield.#!"
accolade_maa_crossbowers:0 "Retinue Crossbowmen"
accolade_maa_crossbowers_flavor:1 "[retinue_maa|E]\n#F Knight or knave: any can be pierced through by the carefully-placed iron bolts of these highly-trained crossbow-wielders.#!"
accolade_maa_cameliers:0 "Retinue Camel Riders"
accolade_maa_cameliers_flavor:1 "[retinue_maa|E]\n#F Feared across the Middle East and North Africa, the world boasts scarce-few such skilled camelry.#!"
accolade_maa_elephantiers:0 "Retinue War Elephants"
accolade_maa_elephantiers_flavor:1 "[retinue_maa|E]\n#F From towering howdahs, these beasts' skilled mahouts prove the only thing harder to stop than a charging elephant is another, #EMP larger#! elephant.#!"
accolade_maa_horse_archers:0 "Retinue Horse Archers"
accolade_maa_horse_archers_flavor:1 "[retinue_maa|E]\n#F Common steppe riders possess a lifetime of skill: these veteran horsemen, yet more. To stand against them is pain; to chase after them is death.#!"
accolade_maa_handgunners: "Retinue Handgunners"
accolade_maa_handgunners_flavor: "[retinue_maa|E]\n#F Steadily advancing through the gunpowder smoke, these highly drilled handgunners can shatter the enemy ranks with their master-crafted guns.#!"
#MPO
nomadic_riders: "Free Riders"
nomadic_riders_flavor: "#F Born on a saddle, $nomadic_riders$ are trained from birth to ride into battle.#!"
kheshig: "Kheshig"
kheshig_flavor: "#F The elite guard of a nomadic ruler, the $kheshig$ guarantee the safety of their liege, day and night. The #EMP khorchin#!, their battle division, extends this guard onto the field of battle.#!"
nomadic_horde: "[horde|E]"
steppe_raiders: "Steppe Raiders"
steppe_raiders_flavor: "#F Though outfitted as scouts, these outriders rarely hesitate to charge isolated enemies and wreak swift violence on the unwary.#!"
torch_bearers: "Torch-Bearers"
torch_bearers_flavor: "#F On the boundless steppe, there's no need for siege towers or catapults — just a blazing torch and a swift horse, enough to set every yurt aflame.#!"
heavy_horse_archers: "Heavy Horse Archers"
heavy_horse_archers_flavor: "#F Armored riders carrying strong bows. As each leads a string of fine horses, these nomads can fight tirelessly on the open field.#!"
nomad_lancers: "Nomad Lancers"
nomad_lancers_flavor: "#F Hook-bearing lances and horsehair banners rise above this gleaming battle-line of elite, ferocious nomadic cavalry.#!"
mangudai: "Mangudai"
mangudai_flavor: "#F Brave volunteer riders — 'those already dead' — are the very first to crash into the enemy and, by their ruin, draw the foe into reckless disorder.#!"
cataphract_archers: "Cataphract Archers"
cataphract_archers_flavor: "#F Arrows and blades ping harmlessly off the lamellar coats of these horsemen and their steeds. Meanwhile, their bows deal death and misery.#!"
maturkan_warriors: "Maturkan Warriors"
maturkan_warriors_flavor: "#F These war-princes are the defenders of the cold taiga, and fight well where horses and raiding-parties can scarcely go.#!"

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l_english:
succession_order_laws:0 "[succession_laws|E]"
succession_order_laws_singular:0 "[succession_law|E]"
partition_succession_law:1 "Partition"
partition_succession_law_subname:0 "All Children Inherit Equally"
partition_succession_law_effects:1 "\n#V Under $partition_succession_law$ [succession], your [titles] will be divided equally between your children.#!\n\n#weak $partition_base_desc$#!"
partition_base_desc:2 "#weak Upon succession, all [titles|E] held by the late [ruler|E] will be divided amongst their [eligible_children|E], with the [player_heir|E] always being given the [primary_title|E], [realm_capital|E] and any direct [de_jure|E] titles associated with it.\n\nYounger children will be given Titles starting with those of the same [rank|E] as the Primary Title; if none are available they will be given lower-ranking Titles. Your Player Heir cannot be preemptively granted Titles they do not stand to inherit.\n#!"
high_partition_succession_law:1 "High Partition"
high_partition_succession_law_subname:0 "All Children Inherit"
high_partition_succession_law_effects:2 "\n#V Under $high_partition_succession_law$ [succession], the lion's share of [titles] will go to your [player_heir] the rest will be divided between your children.#!\n\n#weak $partition_base_desc$\nThe Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
confederate_partition_succession_law:1 "Confederate Partition"
confederate_partition_succession_law_subname:0 "All Children Inherit Equally"
confederate_partition_succession_law_effects:2 "\n#V Under $confederate_partition_succession_law$, your [titles] will be divided equally between your children. New [titles] may be created for younger [realm_heirs].#!\n\n#weak $partition_base_desc$\nYounger children will have Titles created for them, if enough land is held.\n\n#!#X Tribal rulers are locked to this succession type.#!\n"
single_heir_succession_law:4 "Primogeniture"
single_heir_succession_law_subname:0 "Oldest Child Inherits"
single_heir_succession_law_effects:1 "\n#V Under $single_heir_succession_law$ [succession], your oldest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their oldest [eligible_child|E]. Younger children will receive nothing.\n#!"
single_heir_succession_law_youngest:4 "Ultimogeniture"
single_heir_succession_law_youngest_subname:0 "Youngest Child Inherits"
single_heir_succession_law_youngest_effects:1 "\n#V Under $single_heir_succession_law_youngest$ [succession], your youngest child inherits all your [titles].#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the [player_heir|E], which is their youngest [eligible_child|E]. Older children will receive nothing.\n#!"
single_heir_dynasty_house:1 "House Seniority"
single_heir_dynasty_house_subname:0 "Oldest [house] Member Inherits"
single_heir_dynasty_house_effects:1 "\n#V Under $single_heir_dynasty_house$ [succession], the oldest member of your [house] will inherit all your titles.#!\n\n#weak Upon succession, all of the late Ruler's [titles|e] will be given to the oldest eligible member of their [house|E]. Your children will not be given anything, unless one of them happens to be the oldest House member.\n#!"
same_faith_theocratic_succession_law:0 "Same Faith"
same_faith_theocratic_succession_law_effects:0 "Only characters of the same [faith|E] as the current [ruler|E] can inherit."
same_faith_only_law:0 "$same_faith_theocratic_succession_law$"
same_faith_only_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
bishop_theocratic_succession_law:1 "Theocratic"
bishop_theocratic_succession_law_effects:0 "Upon succession all of the [realm_priest_possessive|E] [titles|e] will be given to their successor. The doctrines of their [faith|E] determine who this successor will be."
temporal_head_of_faith_succession_law:0 "Temporal Theocratic"
temporal_head_of_faith_succession_law_effects:0 "The [temporal_head_of_faith|E] [title|E] will be given to the [player_heir|E] of the current [head_of_faith|E]."
succession_laws_must_not_be_temporal:0 "Must not be a [temporal_head_of_faith|E] [title|E]."
holy_order_succession_law:1 "Holy Order"
holy_order_succession_law_effects:0 "Upon succession all of the Grandmaster's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
mercenary_company_succession_law:1 "Mercenary Company"
mercenary_company_succession_law_effects:0 "Upon succession all of the Captain's [titles|e] will be given to their successor, who is generally the [knight|E] with the highest [martial|E] skill."
city_succession_law:1 "Republican"
city_succession_law_effects:0 "Upon succession all of the ruler's [titles|e] will be given to their successor."
herder_succession_law: "Herder Succession"
herder_succession_law_effects: "Upon succession all of the ruler's [titles|e] will be given to their successor."
succession_rel_head:0 "[religious_head_succession_law_short|E]"
succession_rel_head_singular:0 "[religious_head_succession_law_short|E]"
succession_faith:0 "[faith|E] [succession|E]"
succession_faith_singular:0 "[faith|E] [succession|E]"
succession_gender_laws:0 "[gender_laws|E]"
succession_gender_laws_singular:0 "[gender_law|E]"
same_faith_succession_law:0 "$same_faith_theocratic_succession_law$"
same_faith_succession_law_effects:0 "$same_faith_theocratic_succession_law_effects$"
male_only_law:0 "Male Only"
male_preference_law:0 "Male Preference"
equal_law:0 "Equal"
female_preference_law:0 "Female Preference"
female_only_law:0 "Female Only"
male_only_law_subname:0 "Agnatic"
male_preference_law_subname:0 "Agnatic-Cognatic"
equal_law_subname:0 "Cognatic"
female_preference_law_subname:0 "Enatic-Cognatic"
female_only_law_subname:0 "Enatic"
male_only_law_effects:0 "$EFFECT_LIST_BULLET$Women are disqualified from inheritance\n$EFFECT_LIST_BULLET$Women cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
male_preference_law_effects:0 "$EFFECT_LIST_BULLET$Men take precedence over women in succession\n$EFFECT_LIST_BULLET$Male [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
equal_law_effects:3 "$EFFECT_LIST_BULLET$Men and women are equal in succession\n$EFFECT_LIST_BULLET$All [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_preference_law_effects:2 "$EFFECT_LIST_BULLET$Women take precedence over men in succession\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
female_only_law_effects:2 "$EFFECT_LIST_BULLET$Men are disqualified from inheritance\n$EFFECT_LIST_BULLET$Men cannot inherit [claims|E]\n$EFFECT_LIST_BULLET$Female [rulers|E] can have [concubines|E] or multiple [spouses|E] if their [faith|E] has the [GetFaithDoctrine('doctrine_concubines').GetBaseName] or [GetFaithDoctrine('doctrine_polygamy').GetBaseName] [doctrine|E]"
SUCCESSION_FORM_NAME: "[Character.GetActiveLawInGroupWithFlag('succession_gender_laws').GetName] [Character.GetActiveLawInGroupWithFlag('succession_order_laws').GetName]"
feudal_elective_succession_law:0 "Feudal Elective"
princely_elective_succession_law:0 "Princely Elective"
feudal_elective_succession_law_effects:1 "The [ruler|E] and all direct [de_jure|E] [vassals|E] of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler."
princely_elective_succession_law_effects:1 "The Emperor and the seven PrinceElectors can nominate a [title_heir|E] from among themselves, any [legitimate|E] children and siblings of the [ruler|E], as well as any other major [de_jure|E] [vassal|E] of the Empire. If an historical elector [title|E] is held by infidels or does not exist, another [de_jure|E] vassal will take its place. This [succession_law|E] places a significant importance on [faith|E] and [piety|E].\n\nThe Electoral titles for this realm are the Counties of Cologne, Mainz and Trier, and the Duchies of Bohemia, East Franconia, Ostfalen and Ostmark."
gaelic_elective_succession_law:0 "Tanistry Elective"
gaelic_elective_succession_law_effects:2 "The [ruler|E] and all [vassals|E] above the [rank|E] of [baron|E] and one or two ranks below the [title|E] can nominate a [title_heir|E] — the Tanist — from among the members of the ruler's [dynasty|E]. Vassals will tend to favor older, distant relatives over [close_family|E]."
saxon_elective_succession_law:1 "Peasant Elective"
saxon_elective_succession_law_subname:0 "Farmer's Elective"
saxon_elective_succession_law_effects:1 "The [ruler|E] and all direct, adult [de_jure|E] vassals of one or two [ranks|E] below the [title|E] can nominate a [title_heir|E] from the most [powerful_vassal|E] amongst them, the ruler's [legitimate|E] children, and any other valid [claimant|E]."
scandinavian_elective_succession_law:1 "Scandinavian Elective"
scandinavian_elective_succession_law_subname:0 "Thing"
scandinavian_elective_succession_law_effects:2 "The [ruler|E] and all [de_jure|E] [vassals|E] (except Barons) can nominate a [title_heir|E] amongst the ruler's [extended_family|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
feudal_elective_candidates:0 "Close Family, Claimants, and Electors"
feudal_elective_candidates_tooltip:1 "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
feudal_elective_electors:0 "Ruler and Vassals"
feudal_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Feudal Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
princely_elective_candidates:0 "$feudal_elective_candidates$"
princely_elective_candidates_tooltip:1 "In order to be a valid Candidate under Princely Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a valid Feudal [elector|E] to the title"
princely_elective_electors:0 "Prince-Electors"
princely_elective_electors_tooltip:1 "In addition to the [SuccessionElectionWindow.GetTitle.GetHolder.GetTitleAsNameNoTooltip], holders of the following [titles|E] are favored as [electors|E] under [SuccessionElectionWindow.GetSuccessionLaw.GetName]:[SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector1')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector2')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector3')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector4')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector5')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector6')][SuccessionElectionWindow.GetTitle.Custom('GetPrincelyElector7')]\n\nIf any of the above are not created, not held by a [de_jure|E] Imperial [vassal|E], already held by another Elector, or the holder's [faith|E] differs from the Emperor's, another De Jure title held by a direct Imperial vassal or [independent_ruler|E] will be selected based on these criteria:\n$EFFECT_LIST_BULLET$Rulers of Emperor's [faith|E] and [culture|E] are favored\n$EFFECT_LIST_BULLET$[theocratic|E] and [feudal|E] rulers are favored"
gaelic_elective_candidates:0 "Dynasty Members"
gaelic_elective_candidates_tooltip:1 "All legitimate members of the current ruler's [dynasty|E] who are not in line to inherit a Theocracy or Republic are valid candidates under Tanistry. Children of a candidate cannot be nominated."
gaelic_elective_electors:0 "$feudal_elective_electors$"
gaelic_elective_electors_tooltip:0 "In order to be a valid [elector|E] under Tanistry, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be only one or two [ranks|E] below the title"
saxon_elective_candidates:0 "Children, Claimants, and Vassals"
saxon_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Witenagemot, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate child of the current ruler, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [powerful_vassal_powerful|E] [de_jure] Feudal Vassal of the title"
saxon_elective_electors:0 "$feudal_elective_electors$"
saxon_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Witenagemot, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a [de_jure|E] vassal of the title\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$Be Adult\n$EFFECT_LIST_BULLET$NOT be Incapable"
scandinavian_elective_candidates:0 "Extended Family and Claimants"
scandinavian_elective_candidates_tooltip:1 "In order to be a valid Candidate under the Thing, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [extended_family|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic"
scandinavian_elective_electors:0 "$feudal_elective_electors$"
scandinavian_elective_electors_tooltip:0 "In order to be a valid [elector|E] under the Thing, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be a direct vassal of the title\n$EFFECT_LIST_BULLET$NOT be a Baron"
succession_laws_must_have_organised_government_tooltip:0 "[SelectLocalization( HasDlcFeature( 'all_under_heaven' ), 'succession_laws_must_have_organised_government_tooltip_auh_tooltip', 'succession_laws_must_have_organised_government_tooltip_base_game_tooltip' )]"
succession_laws_must_have_organised_government_tooltip_auh_tooltip: "I do not have a [feudal|E], [clan|E] or [japan_feudal|E] [government|E]"
succession_laws_must_have_organised_government_tooltip_base_game_tooltip: "I do not have a [feudal|E] or [clan|E] [government|E]"
succession_laws_must_not_be_forced_partition:0 "I am not forced to Partition [succession|E] by my [vassal_contract|E]"
succession_laws_must_have_valid_tanistry_culture:1 "You do #bold not#! have either the $goidelic_group$ or $brythonic_group$ [heritage|E]."
number_of_election_votes:0 "Number of election votes"
get_hre_elector_1:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_1').GetLandedTitle.GetName]"
get_hre_elector_2:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_2').GetLandedTitle.GetName]"
get_hre_elector_3:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_3').GetLandedTitle.GetName]"
get_hre_elector_4:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_4').GetLandedTitle.GetName]"
get_hre_elector_5:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_5').GetLandedTitle.GetName]"
get_hre_elector_6:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_6').GetLandedTitle.GetName]"
get_hre_elector_7:0 "\n$EFFECT_LIST_BULLET$[ROOT.Var('hre_elector_7').GetLandedTitle.GetName]"
#FP3 addition:
tribal_elective_succession_law: "Tribal Elective"
tribal_elective_succession_law_subname: "Jirga"
tribal_elective_succession_law_effects: "The [ruler|E] and all [de_jure|E] [vassals|E] that are either [house_heads|E] or adults with [piety_level|E] 2 or higher can nominate a [title_heir|E] amongst the ruler's [extended_family|E], [direct_vassals|E] and any available [claimants|E]. [voting_power|E] in this [succession_law|E] is influenced by the [elector|E]'s total [domain|E] [county_development|E] and [capital|E] [county_opinion|E]."
tribal_elective_candidates: "Extended Family, Vassals and Claimants"
tribal_elective_candidates_tooltip: "In order to be a valid Candidate under the Jirga, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate member of the ruler's [dynasty|E], who is not in line to inherit a Theocracy or Republic. Children of a candidate cannot be nominated\n$EFFECT_LIST_BULLET$Be a [claimant|E] to the title, who is not in line to inherit a Theocracy or Republic\n$EFFECT_LIST_BULLET$Be a [direct_vassal|E] of the title"
tribal_elective_electors: "$feudal_elective_electors$"
tribal_elective_electors_tooltip: "In order to be a valid [elector|E] under the Jirga, a character must be a [de_jure|E] vassal of the title and be #italic either#! of the following:\n$EFFECT_LIST_BULLET$a [house_head|E]\n$EFFECT_LIST_BULLET$an adult with [piety_level|E] 2 or higher"
clan_antagonistic_partition_succession_law: "Antagonistic Succession"
clan_antagonistic_partition_succession_law_subname: "All Children Inherit Equally"
clan_antagonistic_partition_succession_law_effects: "\n#V Under $clan_antagonistic_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]#!\n\n#weak $partition_base_desc$#!"
clan_competitive_partition_succession_law: "Competitive Succession"
clan_competitive_partition_succession_law_subname: "All Children Inherit Equally"
clan_competitive_partition_succession_law_effects: "\n#V Under $clan_competitive_partition_succession_law$, your [titles] will be divided equally between your children.#!\n\n[vassals|E] from your [house|E] gain a [claim|E] on your [primary_title|E]\n\n#weak $partition_base_desc$#!"
clan_impassive_partition_succession_law: "Impassive Succession"
clan_impassive_partition_succession_law_subname: "All Children Inherit"
clan_impassive_partition_succession_law_effects: "\n#V Under $clan_impassive_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least a quarter of the late Ruler's Titles.\n#!"
clan_friendly_partition_succession_law: "Friendly Succession"
clan_friendly_partition_succession_law_subname: "All Children Inherit"
clan_friendly_partition_succession_law_effects: "\n#V Under $clan_friendly_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least half of the late Ruler's Titles.\n#!"
clan_harmonious_partition_succession_law: "Harmonious Succession"
clan_harmonious_partition_succession_law_subname: "All Children Inherit"
clan_harmonious_partition_succession_law_effects: "\n#V Under $clan_harmonious_partition_succession_law$, your [player_heir] is guaranteed to receive a certain portion of your [titles] the rest will be divided between your remaining children.#!\n\n#weak $partition_base_desc$\n#!The Player Heir will #emp always#! inherit at least three quarters of the late Ruler's Titles.\n#!"
SUCCESSION_TITLE_LAW_WARNING: "@alert_icon! Any Title with special [title_succession|E] will take precedence over your Realm [succession_law|E]"
#EP3:
noble_family_succession_law: "Noble Family Succession"
noble_family_succession_law_subname: "[player_heir|E] inherits"
noble_family_succession_law_effects: "The Noble Family [title|E] along with its [domicile|E] will be given to the [player_heir|E]."
# Appointment Succession Law
appointment_succession_law: "Appointment Succession"
appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
appointment_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nAny [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means from [scheming|E] to spending [influence|E].\n#!"
# Acclamation Succession Law (Byzantium, EP3)
acclamation_succession_law: "Acclamation Succession"
acclamation_succession_law_subname: "$appointment_succession_law_subname$"
acclamation_succession_law_effects: "\n#V A type of [appointment_succession_law|E]. Under $acclamation_succession_law$, the [empire|E] [title|E] and its associated [holdings|E] will be inherited by the Candidate with the highest [candidate_score|E].\n\nThe pool of candidates includes the [house_heads|E] of the [realm|E]'s [noble_families|E], [governors|E], and their family members.\n#!"
# Descs used in calculating the candidate scores
sum_of_skills_desc: "[skills|E]"
infant_candidate_desc: "Infant"
adolescent_candidate_desc: "Adolescent"
child_candidate_desc: "Child"
geriatric_candidate_desc: "Geriatric"
councillor_position_desc: "Imperial [councillor|E]"
court_position_succession_desc: "Imperial [court_position|E]"
councillor_position_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [councillor|E]"
court_position_succession_governor_desc: "Holds [title.GetHolder.GetTitledFirstNamePossessive] [court_position|E]"
accepted_faith_succession_desc: "[faith|E] considered Accepted by [state_faith|E]"
astray_faith_succession_desc: "[faith|E] considered Astray by [state_faith|E]"
hostile_faith_succession_desc: "[faith|E] considered Hostile by [state_faith|E]"
evil_faith_sucession_desc: "[faith|E] considered Evil by [state_faith|E]"
title_claim_desc: "Has a Strong [claim|E]"
county_holder_opinion_desc: "Own [capital|E]'s [county_opinion|E]"
duchy_tier_desc: "[duchy|E]-[title_tier|E]"
kingdom_tier_desc: "[kingdom|E]-[title_tier|E]"
lowborn_desc_succession: "Lowborn"
negative_trait_succession: "Negative [traits|E]"
of_local_culture_succession_desc: "Is of local [culture|E]"
not_of_local_culture_succession_desc: "Is NOT of local [culture|E]"
accepted_foreign_culture: "Integrated [culture|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
mediocre_cultural_acceptance: "Mild [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
poor_cultural_acceptance: "Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
terrible_cultural_acceptance: "Very Low [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
no_cultural_acceptance: "No [cultural_acceptance|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetTitle.GetNameNoTier]"
eldest_imperial_son_desc: "Eldest Imperial Son"
eldest_imperial_daughter_desc: "Eldest Imperial Daughter"
eldest_imperial_child_desc: "Eldest Imperial Child"
imperial_close_family_desc: "[close_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_close_extended_family_desc: "[extended_family|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_same_house_desc: "Same [house|E] as the [ROOT.Char.GetTopLiege.GetTitleAsName]"
spouse_of_emperor_desc: "[spouse|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_friend_desc: "[friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_best_friend_desc: "[best_friend|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_guardian_desc: "[guardian|E] of the [ROOT.Char.GetTopLiege.GetTitleAsName]"
imperial_co_emperor_desc: "Incumbent [co_emperor|E]"
imperial_diarch_desc: "[ROOT.Char.GetTopLiege.GetDiarchTitle] [scales_of_power|E]"
governor_friend_desc: "Current [holder|E] is [friend|E]"
governor_best_friend_desc: "Current [holder|E] is [best_friend|E]"
governor_elder_desc: "Current [holder|E] is [elder|E]"
governor_disciple_desc: "Current [holder|E] is [disciple|E]"
governor_diarch_desc: "[diarch|E] of [title|e]"
ceremonial_liege_desc: "[ceremonial_liege|E]"
title_weak_claim_desc: "Has a Weak [claim|E]"
extended_family_holder_desc: "[extended_family|E] of current [holder|E]"
close_family_married_to_holder_desc: "[close_family|E] of current [holder_possessive|E] [spouse|E]"
close_family_holder_desc: "[close_family|E] of current [holder|E]"
grandparent_holder_desc: "Grandchild of current [holder|E]"
parent_holder_desc: "Child of current [holder|E]"
sibling_holder_desc: "Sibling of current [holder|E]"
deviant_and_criminal_desc: "[GetTrait('deviant').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
incestuous_and_criminal_desc: "[GetTrait('incestuous').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
sodomite_and_criminal_desc: "[GetTrait('sodomite').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
cannibal_and_criminal_desc: "[GetTrait('cannibal').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_1_and_criminal_desc: "[GetTrait('kinslayer_1').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_2_and_criminal_desc: "[GetTrait('kinslayer_2').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
kinslayer_3_and_criminal_desc: "[GetTrait('kinslayer_3').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
witch_and_criminal_desc: "[GetTrait('witch').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
adulterer_and_criminal_desc: "[GetTrait('adulterer').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
fornicator_and_criminal_desc: "[GetTrait('fornicator').GetName( GetNullCharacter )] #weak (considered [criminal|E])#!"
unsound_mind_desc: "Is of unsound mind"
admin_renounced_throne: "Renounced aspirations for the throne"
appointment_male_preference_desc: "[GetLaw('male_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_male_only_desc: "[GetLaw('male_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_female_preference_desc: "[GetLaw('female_preference_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_non_preferred_gender_penalty_value')|0%])#!"
appointment_female_only_desc: "[GetLaw('female_only_law').GetName] #weak (-[EmptyScope.ScriptValue('appointment_opposite_gender_penalty_value')|0%])#!"
appointment_is_top_liege: "Is the [ROOT.Char.GetTitleAsName]"
popular_opinion_in_capital_desc: "[county_opinion|E] in [ROOT.Char.GetTopLiege.GetCapitalLocation.GetCounty.GetTitle.GetNameNoTier]"
landless_adventurer_succession_law: "Camp Succession"
landless_adventurer_succession_law_subname: "Oldest Child Inherits"
landless_adventurer_succession_law_effects: "#high Under $landless_adventurer_succession_law$ the Camp [title|E] will be given to your oldest [child|E] (or next closest relative) who is also your [courtier|E] who does not hold any [titles|E]. If none are available, the [follower|E] with highest prowess inherits.#!"
#MPO
single_heir_succession_kurultai_law: "Kurultai"
single_heir_succession_kurultai_subname: "Oldest Child Inherits"
single_heir_succession_kurultai_law_effects: "Under the Kurultai succession the [council|E] plays an important role in decision who will be next in line. If there are disagreeing voices among the [kurultai|E], it will lead to a Chaotic Succession.\n\nUnder a Chaotic Succession the line is unclear, and the [heir|E] will experience some negative effects at the start of their rule.\n\nIf all the Kurultai fall in line, the realm will experience a Stable Succession where the [heir|E] will take the throne with the support of all their most powerful supporters."
law_of_the_land_succession_law: "Law of the Land Succession"
law_of_the_land_succession_law_subname: "[holding_type] Dictates Successor"
law_of_the_land_succession_law_effects: "This [county|E] requires a specific [government|E] to inherit based on the [holding_type|E] of the capital [barony|E]. It will be given to a character in the [realm|E]'s [line_of_succession|E] that fulfills this condition.\n\nIf no one fulfills the requirement, a local character will inherit the [title|E] and become [independent|E]."
succession_law_changed: "Title Succession Law Changed"
confederation_elective_succession_law: "Confederation Elective"
confederation_elective_succession_law_subname: "[vassals] Hold the Real Power"
confederation_elective_candidates: "Close Family, Grandchildren and Vassals"
confederation_elective_candidates_tooltip: "In order to be a valid Candidate under Feudal Elective, a character must fulfill one of the following conditions:\n$EFFECT_LIST_BULLET$Be a legitimate [close_family|E] member of the current ruler\n$EFFECT_LIST_BULLET$Be a [vassal|E]"
confederation_elective_succession_law_effects: "The [ruler|E] and all direct [vassals|E] can nominate a [title_heir|E] from among themselves and the [close_family|E] of the ruler. [voting_strength|E] is primarily determined by [prestige_level|E], [piety_level|E], and number of [count|E]-[title_tier|E] [vassals|E]."
confederation_elective_electors: "$feudal_elective_electors$"
confederation_elective_electors_tooltip: "In order to be a valid [elector|E] under Confederation Elective, a vassal must fulfill all the following conditions:\n$EFFECT_LIST_BULLET$Be [count|E]-[rank|E] or higher\n$EFFECT_LIST_BULLET$Be a direct [vassal|E] of the [title|E]\n$EFFECT_LIST_BULLET$Have Tribal or Nomadic [government|E]\n$EFFECT_LIST_BULLET$Not have the [GetTrait('incapable').GetName( GetNullCharacter )] [trait|E]\n$EFFECT_LIST_BULLET$Not be at [war|E] with the [title|E] holder"
#TGP
mandala_succession_law: "Mandala Succession"
mandala_succession_law_subname: "Mandala Succession"
mandala_succession_law_effects: "#high The $mandala_succession_law$ allows your oldest child to inherit your [titles|E].\n\nUpon succession the new ruler will have to pass [mandala_trials|E] to keep control of the entire realm and its [tributaries|E]#!.\n\n"
celestial_appointment_succession_law: "Celestial Appointment Succession"
celestial_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
celestial_military_appointment_succession_law: "Celestial Commander Succession"
celestial_military_appointment_succession_law_subname: "Candidate with the highest [martial|E] capabilities inherits"
celestial_military_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. Under $celestial_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
merit_level_desc: "[merit_level|E]"
merit_level_too_low_ministry_desc: "Below [titlepossessive|E] expected [merit_level|E] (#V 2#!)"
merit_level_too_low_empire_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_empire_value')|0])"
merit_level_too_low_kingdom_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_kingdom_value')|0])"
merit_level_too_low_duchy_desc: "Below [titlepossessive|E] expected [merit_level|E] ([EmptyScope.ScriptValue('merit_level_expected_duchy_value')|0])"
marshal_governor_desc: "[title.GetHolder.GetTitledFirstNamePossessive] [marshal|E]"
has_trait_education_martial_1: "[GetTrait('education_martial_1').GetName( GetNullCharacter )]"
has_trait_education_martial_2: "[GetTrait('education_martial_2').GetName( GetNullCharacter )]"
has_trait_education_martial_3: "[GetTrait('education_martial_3').GetName( GetNullCharacter )]"
has_trait_education_martial_4: "[GetTrait('education_martial_4').GetName( GetNullCharacter )]"
has_trait_education_martial_5: "[GetTrait('education_martial_5').GetName( GetNullCharacter )]"
number_of_commander_traits_desc: "Number of [commander_traits|E]"
has_warfare_legacy_track_desc: "$warfare_legacy_track_name$ [Concept( 'dynasty_perk', 'Legacy Track' )|E] #weak (+10/Legacy)#!"
cannot_be_commander: "Is #bold not#! allowed to be a [commander|E]"
governor_of_same_or_higher_tier_desc: "Is a [governor|E] of the same or higher [rank|E]"
celestial_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a civilian [governorship|E]"
celestial_military_appointment_allowed_desc: "Your [GetPlayer.Custom('GetProvinceAdministrationConcept')] is #bold not#! a military [governorship|E]"
celestial_ministry_appointment_succession_law: "Minister Appointment"
celestial_ministry_appointment_succession_law_subname: "Candidate with the Highest Score Inherits"
celestial_ministry_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E]. $celestial_appointment_succession_law$ is the succcession for Ministry [titles|E]. They are highly valued positions reserved for those of the highest [merit_levels|E]. [movements|E], [merit|E], and [influence|E] play a major role in increasing a candidate's [candidate_score|E].#!"
celestial_ministry_appointment_cannot_remove_desc: "This [title|E] can #bold not#! have its [succession_law|E] removed"
celestial_grand_marshal_appointment_succession_law: "Grand Marshal Appointment"
celestial_grand_marshal_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
celestial_grand_marshal_appointment_succession_law_effects: "\n[succession|E] is based on [merit_level|E] and [merit_pools|E]\n\n#high A type of [appointment_succession_law|E] only used by the [minister_grand_marshal|E], a position reserved for commanders of the highest [merit_levels|E]. Under $celestial_grand_marshal_appointment_succession_law$, the [title|E] will be inherited by the candidate with highest [candidate_score|E]. Score is primarily affected by [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!"
meritocratic_appointment_succession_law: "Meritocratic Appointment Succession"
meritocratic_appointment_succession_law_subname: "$celestial_appointment_succession_law_subname$"
meritocratic_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a [governorship|E] through various means, such as having a significant [merit_level|E] or spending [influence|E].#!\n\n"
meritocratic_military_appointment_succession_law: "Meritocratic Commander Succession"
meritocratic_military_appointment_succession_law_subname: "$celestial_military_appointment_succession_law_subname$"
meritocratic_military_appointment_succession_law_effects: "\n#high A type of [appointment_succession_law|E]. Under $meritocratic_military_appointment_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with highest [candidate_score|E]. Any [adult|E] in the [realm|E] may strive to attain a military [governorship|E] by having a good [martial_skill|E], gaining [commander_traits|E], or spending [influence|E].#!\n\n"
# Meritocratic Acclamation Succession Law (Korea, TGP)
meritocratic_regency_succession_law: "Meritocratic Regency Succession"
meritocratic_regency_succession_law_subname: "$appointment_succession_law_subname$"
meritocratic_regency_succession_law_effects: "Under $meritocratic_regency_succession_law$, the [title|E] and its associated [holdings|E] will be inherited by the candidate with the highest score. The pool of candidates includes the realm's [noble_families|E], [governors|E], and their family members."