barony tier domiciles

This commit is contained in:
Fishedotjpg 2026-03-10 00:41:50 +00:00
parent 138d2d5af3
commit ef4d489d81
71 changed files with 35009 additions and 248 deletions

View file

@ -105,7 +105,7 @@
type = male
birth = 2513.1.1
title = k_ireland
government = feudal_government
government = peasantrepublic_government
culture = high_irish
religion = "celtic"
difficulty = "BOOKMARK_CHARACTER_DIFFICULTY_HARD"

View file

@ -435,6 +435,10 @@ castle_01 = {
is_coastal = yes
defender_holding_advantage = 2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
flag = castle
@ -923,6 +927,10 @@ castle_02 = {
is_coastal = yes
defender_holding_advantage = 3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
character_modifier = {
men_at_arms_cap = 1
@ -1384,6 +1392,10 @@ castle_03 = {
is_coastal = yes
defender_holding_advantage = 4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
character_modifier = {
men_at_arms_cap = 1
@ -1835,6 +1847,10 @@ castle_04 = {
is_coastal = yes
defender_holding_advantage = 5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
character_modifier = {
men_at_arms_cap = 1

View file

@ -450,6 +450,10 @@ city_01 = {
county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
development_growth_factor = fp2_urbanism_legacy_1_bonus_value
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
character_modifier = {
men_at_arms_cap = 1
@ -973,6 +977,10 @@ city_02 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
flag = city
next_building = city_03
@ -1459,6 +1467,10 @@ city_03 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
flag = city
on_complete = {
@ -1933,6 +1945,10 @@ city_04 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
flag = city
on_complete = {
@ -2003,8 +2019,8 @@ guild_halls_01 = {
}
province_culture_modifier = {
parameter = use_farmer_republics
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
@ -2057,8 +2073,8 @@ guild_halls_02 = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
province_culture_modifier = {
parameter = use_farmer_republics
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
@ -2115,8 +2131,8 @@ guild_halls_03 = {
county_modifier = {
development_growth_factor = 0.15
}
province_culture_modifier = {
parameter = use_farmer_republics
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
@ -2180,9 +2196,9 @@ guild_halls_04 = {
county_modifier = {
development_growth_factor = 0.2
}
province_culture_modifier = {
parameter = use_farmer_republics
monthly_barter_goods = 0.3
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
@ -2244,9 +2260,9 @@ guild_halls_05 = {
county_modifier = {
development_growth_factor = 0.25
}
province_culture_modifier = {
parameter = use_farmer_republics
monthly_barter_goods = 0.3
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
@ -2308,9 +2324,9 @@ guild_halls_06 = {
county_modifier = {
development_growth_factor = 0.3
}
province_culture_modifier = {
parameter = use_farmer_republics
monthly_barter_goods = 0.3
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
@ -2372,9 +2388,9 @@ guild_halls_07 = {
county_modifier = {
development_growth_factor = 0.35
}
province_culture_modifier = {
parameter = use_farmer_republics
monthly_barter_goods = 0.3
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
@ -2436,9 +2452,9 @@ guild_halls_08 = {
county_modifier = {
development_growth_factor = 0.4
}
province_culture_modifier = {
parameter = use_farmer_republics
monthly_barter_goods = 0.3
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}

View file

@ -2747,10 +2747,13 @@ paddy_fields_01 = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -2848,10 +2851,13 @@ paddy_fields_02 = {
stationed_maa_damage_mult = normal_maa_damage_tier_2
stationed_maa_toughness_mult = normal_maa_toughness_tier_2
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -2952,10 +2958,13 @@ paddy_fields_03 = {
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
monthly_barter_goods = 0.3
}
on_complete = {
@ -3053,11 +3062,15 @@ paddy_fields_04 = {
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
@ -3158,11 +3171,15 @@ paddy_fields_05 = {
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
@ -3264,10 +3281,13 @@ paddy_fields_06 = {
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
@ -3371,10 +3391,13 @@ paddy_fields_07 = {
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
@ -3478,10 +3501,13 @@ paddy_fields_08 = {
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
monthly_barter_goods = 0.8
}
on_complete = {
@ -5110,10 +5136,13 @@ pastures_01 = {
levy_size = 0.01
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
#Mandala Creator Aspect
@ -5193,10 +5222,13 @@ pastures_02 = {
levy_size = 0.01
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
#Mandala Creator Aspect
@ -5260,11 +5292,15 @@ pastures_03 = {
levy_size = 0.02
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
@ -5326,11 +5362,15 @@ pastures_04 = {
levy_size = 0.02
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
@ -5393,10 +5433,13 @@ pastures_05 = {
development_growth_factor = 0.02
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
monthly_barter_goods = 0.5
}
on_complete = {
#Mandala Creator Aspect
@ -5461,10 +5504,13 @@ pastures_06 = {
levy_size = 0.03
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
#Mandala Creator Aspect
@ -5528,11 +5574,13 @@ pastures_07 = {
tax_mult = 0.04
levy_size = 0.04
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
#Mandala Creator Aspect
@ -5596,11 +5644,15 @@ pastures_08 = {
tax_mult = 0.04
levy_size = 0.04
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
@ -6283,10 +6335,13 @@ orchards_01 = {
is_coastal = yes
tax_mult = 0.01
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -6352,10 +6407,13 @@ orchards_02 = {
is_coastal = yes
tax_mult = 0.02
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -6413,11 +6471,15 @@ orchards_03 = {
tax_mult = 0.03
supply_limit_mult = 0.1
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
@ -6470,11 +6532,15 @@ orchards_04 = {
tax_mult = 0.04
supply_limit_mult = 0.1
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
@ -6528,10 +6594,13 @@ orchards_05 = {
tax_mult = 0.05
supply_limit_mult = 0.1
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
monthly_barter_goods = 0.5
}
on_complete = {
@ -6587,10 +6656,13 @@ orchards_06 = {
tax_mult = 0.06
supply_limit_mult = 0.1
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
@ -6649,10 +6721,13 @@ orchards_07 = {
character_modifier = {
monthly_prestige = 0.1
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
@ -6711,11 +6786,15 @@ orchards_08 = {
character_modifier = {
monthly_prestige = 0.1
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
@ -6784,10 +6863,13 @@ farm_estates_01 = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -6874,10 +6956,13 @@ farm_estates_02 = {
parameter = brewery_farming_bonus
county_opinion_add = 4
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -6942,10 +7027,13 @@ farm_estates_03 = {
parameter = brewery_farming_bonus
county_opinion_add = 6
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
monthly_barter_goods = 0.3
}
on_complete = {
@ -7001,11 +7089,15 @@ farm_estates_04 = {
county_modifier = {
development_growth_factor = 0.02
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
province_culture_modifier = {
parameter = brewery_farming_bonus
@ -7080,10 +7172,13 @@ farm_estates_05 = {
parameter = brewery_farming_bonus
county_opinion_add = 10
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
monthly_barter_goods = 0.5
}
on_complete = {
@ -7155,10 +7250,13 @@ farm_estates_06 = {
parameter = brewery_farming_bonus
county_opinion_add = 12
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
@ -7231,10 +7329,13 @@ farm_estates_07 = {
parameter = brewery_farming_bonus
county_opinion_add = 14
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
@ -7306,11 +7407,15 @@ farm_estates_08 = {
parameter = brewery_farming_bonus
county_opinion_add = 16
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
@ -7359,10 +7464,13 @@ cereal_fields_01 = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -7466,10 +7574,13 @@ cereal_fields_02 = {
parameter = brewery_farming_bonus
county_opinion_add = 4
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -7552,11 +7663,15 @@ cereal_fields_03 = {
parameter = brewery_farming_bonus
county_opinion_add = 6
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
@ -7636,10 +7751,13 @@ cereal_fields_04 = {
parameter = brewery_farming_bonus
county_opinion_add = 8
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
monthly_barter_goods = 0.4
}
on_complete = {
@ -7720,12 +7838,14 @@ cereal_fields_05 = {
parameter = brewery_farming_bonus
county_opinion_add = 10
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
@ -7805,10 +7925,13 @@ cereal_fields_06 = {
parameter = brewery_farming_bonus
county_opinion_add = 12
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
@ -7891,12 +8014,14 @@ cereal_fields_07 = {
parameter = brewery_farming_bonus
county_opinion_add = 14
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
@ -7977,11 +8102,15 @@ cereal_fields_08 = {
parameter = brewery_farming_bonus
county_opinion_add = 16
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect
@ -8962,10 +9091,13 @@ hill_farms_01 = {
parameter = hill_farms_building_bonuses
levy_size = 0.01
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -9037,10 +9169,13 @@ hill_farms_02 = {
parameter = hill_farms_building_bonuses
levy_size = 0.01
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -9104,11 +9239,15 @@ hill_farms_03 = {
parameter = hill_farms_building_bonuses
levy_size = 0.02
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
@ -9167,10 +9306,13 @@ hill_farms_04 = {
parameter = hill_farms_building_bonuses
levy_size = 0.02
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
monthly_barter_goods = 0.4
}
on_complete = {
@ -9231,10 +9373,13 @@ hill_farms_05 = {
parameter = hill_farms_building_bonuses
levy_size = 0.03
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
monthly_barter_goods = 0.5
}
on_complete = {
@ -9296,11 +9441,14 @@ hill_farms_06 = {
parameter = hill_farms_building_bonuses
levy_size = 0.03
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.0
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
@ -9361,10 +9509,13 @@ hill_farms_07 = {
parameter = hill_farms_building_bonuses
levy_size = 0.04
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
@ -9426,10 +9577,13 @@ hill_farms_08 = {
parameter = hill_farms_building_bonuses
levy_size = 0.04
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
monthly_barter_goods = 0.8
}
on_complete = {
@ -9918,10 +10072,13 @@ plantations_01 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_1
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
monthly_barter_goods = 0.1
}
on_complete = {
@ -10004,10 +10161,13 @@ plantations_02 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_2
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
monthly_barter_goods = 0.2
}
on_complete = {
@ -10066,11 +10226,15 @@ plantations_03 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_3
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
@ -10124,11 +10288,15 @@ plantations_04 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_4
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
@ -10186,10 +10354,13 @@ plantations_05 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_5
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
monthly_barter_goods = 0.5
}
on_complete = {
@ -10248,10 +10419,13 @@ plantations_06 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_6
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
monthly_barter_goods = 0.6
}
on_complete = {
@ -10310,10 +10484,13 @@ plantations_07 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_7
}
province_culture_modifier = {
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
monthly_barter_goods = 0.7
}
on_complete = {
@ -10372,11 +10549,15 @@ plantations_08 = {
parameter = plantations_building_bonuses
monthly_income = poor_building_extra_tax_tier_8
}
province_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect

View file

@ -775,6 +775,10 @@ temple_01 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
flag = temple
type_icon = "icon_building_monastic_schools.dds"
@ -1732,6 +1736,10 @@ temple_02 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
flag = temple
on_complete = {
@ -2559,6 +2567,10 @@ temple_03 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
flag = temple
on_complete = {
@ -3378,6 +3390,10 @@ temple_04 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
flag = temple
on_complete = {

View file

@ -1064,6 +1064,14 @@ potato_fields_01 = {
parameter = brewery_farming_bonus
county_opinion_add = 2
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.5
}
on_complete = {
#Mandala Creator Aspect
@ -1182,6 +1190,14 @@ potato_fields_02 = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.2
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.6
}
next_building = potato_fields_03
type_icon = "building_potato.dds"
@ -1277,6 +1293,14 @@ potato_fields_03 = {
stationed_maa_damage_mult = normal_maa_damage_tier_3
stationed_maa_toughness_mult = normal_maa_toughness_tier_3
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.3
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.7
}
on_complete = {
#Mandala Creator Aspect
creator_mandala_built_regular_building_piety_effect = yes
@ -1373,6 +1397,19 @@ potato_fields_04 = {
stationed_maa_damage_mult = normal_maa_damage_tier_4
stationed_maa_toughness_mult = normal_maa_toughness_tier_4
}
province_government_modifier = {
parameter = government_is_prepublic
county_fertility_growth_add = 0.8
monthly_barter_goods = 0.4
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.4
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.8
}
on_complete = {
#Mandala Creator Aspect
@ -1471,6 +1508,14 @@ potato_fields_05 = {
stationed_maa_damage_mult = normal_maa_damage_tier_5
stationed_maa_toughness_mult = normal_maa_toughness_tier_5
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.5
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 0.9
}
on_complete = {
#Mandala Creator Aspect
@ -1569,6 +1614,19 @@ potato_fields_06 = {
stationed_maa_damage_mult = normal_maa_damage_tier_6
stationed_maa_toughness_mult = normal_maa_toughness_tier_6
}
province_government_modifier = {
parameter = government_is_prepublic
county_fertility_growth_add = 1.0
monthly_barter_goods = 0.6
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.6
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1
}
on_complete = {
#Mandala Creator Aspect
@ -1669,6 +1727,14 @@ potato_fields_07 = {
stationed_maa_damage_mult = normal_maa_damage_tier_7
stationed_maa_toughness_mult = normal_maa_toughness_tier_7
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.7
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.1
}
on_complete = {
#Mandala Creator Aspect
@ -1769,6 +1835,14 @@ potato_fields_08 = {
stationed_maa_damage_mult = normal_maa_damage_tier_8
stationed_maa_toughness_mult = normal_maa_toughness_tier_8
}
province_government_modifier = {
parameter = government_is_prepublic
monthly_barter_goods = 0.8
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_growth_add = 1.2
}
on_complete = {
#Mandala Creator Aspect

View file

@ -689,6 +689,10 @@ temple_citadel_01 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -1
}
flag = temple_citadel
type_icon = "tgp_icon_building_mandala_capital_tier_02.dds"
@ -1570,6 +1574,10 @@ temple_citadel_02 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -2
}
flag = temple_citadel
on_complete = {
@ -2364,6 +2372,10 @@ temple_citadel_03 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -3
}
flag = temple_citadel
on_complete = {
@ -3136,6 +3148,10 @@ temple_citadel_04 = {
character_modifier = {
men_at_arms_cap = 1
}
county_culture_modifier = {
parameter = use_farmer_republics
county_fertility_decline_add = -4
}
flag = temple_citadel
on_complete = {

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -7550,7 +7550,7 @@ mpo_retrieve_land_from_herder_interaction = {
is_shown = {
scope:recipient = {
government_has_flag = government_is_herder
government_has_flag = government_is_true_herder
}
}

View file

@ -4763,6 +4763,7 @@ settle_people_decision = {
}
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -4859,6 +4860,7 @@ settle_people_decision = {
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -4934,6 +4936,7 @@ settle_people_decision = {
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -5009,6 +5012,7 @@ settle_people_decision = {
}
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -5651,6 +5655,7 @@ step_away_from_the_steppe_decision = {
}
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -5747,6 +5752,7 @@ step_away_from_the_steppe_decision = {
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -5822,6 +5828,7 @@ step_away_from_the_steppe_decision = {
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
@ -5897,6 +5904,7 @@ step_away_from_the_steppe_decision = {
}
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}

View file

@ -0,0 +1,569 @@
adopt_steppe_administration = {
picture = {
reference = "gfx/interface/illustrations/decisions/tgp_great_project.dds"
}
decision_group_type = nomad_major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 60
empire = 60
hegemony = 0
}
desc = adopt_steppe_administration_desc
selection_tooltip = adopt_steppe_administration_tooltip
is_shown = {
has_mpo_dlc_trigger = yes
has_tgp_dlc_trigger = yes
government_has_flag = government_is_nomadic
OR = {
highest_held_title_tier = tier_kingdom
highest_held_title_tier = tier_empire
}
is_playable_character = yes
}
is_valid = {
custom_tooltip = {
text = you_are_the_culture_head
culture = {
culture_head = root
}
}
OR = { # You need to already be on your way to imperial status, if not already there
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
custom_tooltip = {
text = steppe_admin_kingdom_requirement
any_realm_de_jure_kingdom = {
count >= 3
root = {
completely_controls = prev
}
title_capital_county.title_province ?= {
OR = {
has_holding_type = castle_holding
has_holding_type = city_holding
has_holding_type = church_holding
has_holding_type = temple_citadel_holding
}
}
}
}
save_temporary_scope_value_as = {
name = temp_num_tributaries
value = sub_realm_with_tributaries_size
}
custom_tooltip = { # You need a total realm size big enough to impress
text = steppe_admin_tributary_req
sub_realm_with_tributaries_size >= 50
}
custom_tooltip = { # You need somewhere to get the idea to adopt Merit and examinations from
text = steppe_admin_merit_req
OR = {
any_neighboring_top_liege_realm_owner = {
AND = {
government_has_flag = government_has_merit
highest_held_title_tier >= tier_kingdom
}
}
any_tributary = {
AND = {
government_has_flag = government_has_merit
highest_held_title_tier >= tier_kingdom
}
}
any_vassal_or_below = {
AND = {
government_has_flag = government_has_merit
highest_held_title_tier >= tier_kingdom
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_tributary = no
is_available_adult = yes
has_active_diarchy = no
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = massive_prestige_value # building an imperial palace isn't cheap, you know
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = 500
}
}
prestige = {
value = monumental_prestige_value
}
}
effect = {
#GoK stops really being GoK
gok_government_change_story_end_effect = yes
if = {
limit = {
has_realm_law = nomadic_authority_4
}
add_character_flag = realm_law_4
}
else = {
add_character_flag = realm_law_5
}
add_legitimacy_effect = { LEGITIMACY = massive_legitimacy_gain }
dynasty = {
add_dynasty_prestige = massive_dynasty_prestige_gain
}
save_scope_as = nomad_settling_down
save_scope_value_as = {
name = invading_herd_value
value = domicile.herd
}
nomad_domicile_refund_treasury_or_gold_effect = yes # we pay you back for your domicile investments
nomad_convert_herds_to_treasury_or_gold_special_troops_effect = yes # we pay you back for your herd investments
nomad_to_steppe_admin_new_capital_effect = yes # we arrange a new capital for you the same way we would any other settling nomad
change_government = steppe_admin_government
give_noble_family_title = {
name = noble_family_name
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = steppe_admin_government
save_scope_as = new_title
}
scope:new_title = {
set_coa = holder.house
}
hidden_effect = {
switch = {
trigger = has_character_flag
realm_law_4 = {
add_realm_law_skip_effects = meritocratic_bureaucracy_2
remove_character_flag = realm_law_4
}
realm_law_5 = {
add_realm_law_skip_effects = meritocratic_bureaucracy_3
remove_character_flag = realm_law_5
}
}
}
hidden_effect = { # We explain this in an earlier tooltip
add_treasury_or_gold = {
value = scope:domicile_refund_treasury_or_gold_value
add = scope:nomad_convert_herds_to_treasury_or_gold_value
}
}
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
}
}
every_held_title = {
limit = {
is_nomad_title = yes
}
root = {
destroy_title = prev
}
}
}
custom_tooltip = {
text = merit_based_vassals_convert_to_steppe_admin
if = {
limit = {
any_vassal = {
government_has_flag = government_has_merit
NOT = { government_has_flag = government_is_steppe_admin }
}
}
every_vassal = {
limit = {
government_has_flag = government_has_merit
NOT = { government_has_flag = government_is_steppe_admin }
}
change_government = steppe_admin_government
}
}
}
hidden_effect = {
every_tributary = {
add_to_list = tributaries
}
every_in_list = {
list = tributaries
start_tributary_interaction_effect = { # to update their contract types for your new status
TRIBUTARY = this
SUZERAIN = root
}
}
}
hidden_effect = {
generate_new_steppe_admin_families_effect = yes # we populate your noble families so you have some starting non-nomadic administrators
}
}
ai_potential = {
#AI greatest of khans shouldn't be doing this and ruining their GoKness
NOR = {
has_trait = greatest_of_khans
any_owned_story = {
OR = {
story_type = story_mongol_invasion
story_type = story_greatest_of_khans
}
}
}
}
ai_will_do = {
base = 100 # the bar to doing this is high enoug that if the AI can do it, the AI should do it
}
}
### Return to the Steppe ###
return_to_the_steppe_decision = {
picture = {
reference = "gfx/interface/illustrations/event_story/mpo_steppe_region.dds"
}
decision_group_type = nomad_major
desc = return_to_the_steppe_decision_desc
selection_tooltip = return_to_the_steppe_decision_tooltip
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 72 # just in case there's an orphaned steppe admin kingdom somewhere
empire = 72
hegemony = 0
}
is_shown = {
has_mpo_dlc_trigger = yes
has_tgp_dlc_trigger = yes
government_has_flag = government_is_steppe_admin
is_independent_ruler = yes
is_playable_character = yes
NOT = {
any_vassal_or_below = {
is_ai = no # the gamestate could conceivably result in as situation where you could game over a player-vassal by doing this, so we just make sure it can't happen
}
}
}
is_valid = {
has_trait = nomadic_philosophy # you need at least some connection to the steppe to want to go back to it
custom_tooltip = {
text = small_enough_realm_to_abandon
any_realm_county = {
count <= 10
title_province = {
OR = {
has_holding_type = castle_holding
has_holding_type = church_holding
has_holding_type = city_holding
has_holding_type = temple_citadel_holding
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_available = yes
has_active_diarchy = no
}
cost = {
prestige = {
value = massive_prestige_value # this is already a escape hatch, so we don't want it to be too punishing
}
}
effect = {
custom_tooltip = {
text = treasury_emptying_effect_desc
empty_treasury_when_abandoning_landed_life_effect = yes # otherwise the treasury sticks around
}
refund_noble_family_domicile_buildings_effect = yes
custom_tooltip = {
text = nomadize_landless_noble_families
refund_vassal_noble_families_and_make_them_nomads_effect = yes # for those who share your cultural heritage
}
custom_tooltip = {
text = rehouse_landless_noble_families
rehome_noble_families_to_compatible_liege_effect = yes # we find a new home for those who don't share your cultural heritage
}
custom_tooltip = {
text = title_maa_regiments_will_be_destroyed
if = {
limit = {
any_maa_regiment = {
is_title_maa_regiment = yes
}
}
every_maa_regiment = {
limit = {
is_title_maa_regiment = yes
}
destroy_maa_regiment = yes
}
}
}
change_government = nomad_government
hidden_effect = {
if = {
limit = {
exists = scope:current_treasury # saved in empty_treasury_when_abandoning_landed_life_effect
}
add_gold = {
value = scope:current_treasury
}
}
}
custom_tooltip = {
text = convert_steppe_admin_to_meritocratic_tooltip
convert_steppe_admin_vassals_to_meritocratic_effect = yes
}
hidden_effect = {
every_tributary = {
add_to_list = tributaries
}
every_in_list = {
list = tributaries
start_tributary_interaction_effect = { # to update their contract types for your new status
TRIBUTARY = this
SUZERAIN = root
}
}
}
}
ai_potential = {
capital_county.title_province = {
NOR = {
has_holding_type = castle_holding
has_holding_type = church_holding
has_holding_type = city_holding
has_holding_type = temple_citadel_holding
}
}
}
ai_will_do = {
base = 100 # if the potential is met, the AI should do it
}
}
### Adopt Meritocratic Government ###
convert_to_meritocratic_decision = {
picture = {
reference = "gfx/interface/illustrations/event_story/tgp_dynastic_cycle_stability.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 60
empire = 60
hegemony = 0
}
desc = convert_to_meritocratic_desc
selection_tooltip = convert_to_meritocratic_tooltip
is_shown = {
has_tgp_dlc_trigger = yes
government_has_flag = government_is_steppe_admin
OR = {
highest_held_title_tier = tier_kingdom # this isn't standard, but will cover some edge cases for orphaned steppe admin kingdoms
highest_held_title_tier = tier_empire
}
any_sub_realm_county = {
count > 0
title_province = {
OR = {
has_holding_type = castle_holding
has_holding_type = church_holding
has_holding_type = city_holding
has_holding_type = temple_citadel_holding
}
}
}
is_playable_character = yes
}
is_valid = {
OR = {
has_realm_law = meritocratic_bureaucracy_2
has_realm_law = meritocratic_bureaucracy_3
}
save_temporary_scope_value_as = {
name = temp_num_qualifying_counties
value = temp_num_qualifying_counties_count
}
custom_tooltip = {
text = convert_to_meritocratic_county_count
any_sub_realm_county = {
count >= 30
holder = {
is_governor_or_admin_count = yes
government_has_flag = government_has_merit
}
title_province = {
OR = {
has_holding_type = castle_holding
has_holding_type = church_holding
has_holding_type = city_holding
has_holding_type = temple_citadel_holding
}
}
}
}
}
is_valid_showing_failures_only = {
is_at_war = no
is_available_adult = yes
has_active_diarchy = no
}
cost = {
gold = {
value = 0
if = {
limit = {
has_treasury = no
}
add = monumental_gold_value
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
}
add = monumental_gold_value
}
}
prestige = {
value = massive_prestige_value
}
influence = {
value = monumental_influence_value
}
}
effect = {
add_legitimacy_effect = { LEGITIMACY = monumental_legitimacy_gain }
dynasty = {
add_dynasty_prestige = monumental_dynasty_prestige_gain
}
tgp_domicile_conversion_when_changing_government_type = {
NEW_DOMICILE_TYPE = east_asian_estate
NEW_GOVERNMENT_TYPE = meritocratic_government
}
change_government = meritocratic_government
hidden_effect = {
every_tributary = {
add_to_list = tributaries
}
every_in_list = {
list = tributaries
start_tributary_interaction_effect = { # to update their contract types for your new status
TRIBUTARY = this
SUZERAIN = root
}
}
}
custom_tooltip = {
text = steppe_admin_vassals_will_convert
convert_steppe_admin_vassals_to_meritocratic_effect = yes
}
custom_tooltip = {
text = non_merit_based_vassals_become_tributaries
if = {
limit = {
any_vassal = {
NOT = {
government_has_flag = government_has_merit
}
}
}
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
every_vassal = {
limit = {
NOT = {
government_has_flag = government_has_merit
}
}
add_to_list = soon_to_be_former_vassals
becomes_independent = { change = scope:change }
}
resolve_title_and_vassal_change = scope:change
every_in_list = {
list = soon_to_be_former_vassals
start_tributary_interaction_effect = {
TRIBUTARY = this
SUZERAIN = root
}
}
}
}
}
ai_potential = {
}
ai_will_do = {
base = 0
modifier = {
add = 20
NOT = { has_trait = nomadic_philosophy }
}
modifier = {
add = 30
has_trait = education_learning
}
modifier = {
add = 50
has_religion = religion:confucianism_religion
}
modifier = {
add = 30
has_trait = confucian_education
}
}
}

View file

@ -690,7 +690,6 @@ peasantrepublic_government = {
mercenary_hire_cost_mult = 2
men_at_arms_maintenance = 1.5
vassal_limit = 5
county_fertility_decline_add = -10
ai_war_cooldown = 1.5
ai_war_chance = -0.15
}
@ -707,6 +706,7 @@ peasantrepublic_government = {
government_is_barterer
government_is_prepublic
government_locked_to_elective
government_allows_nomad_domicile_titles
}
mechanic_type = feudal

View file

@ -17,20 +17,6 @@
#}
#Brytanya
c_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)
color = { 100 100 100 }
capital = c_london

2212
common/on_action/death.txt Normal file

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,662 @@
mpo_yearly_events_nomads = {
trigger = {
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
}
random_events = {
chance_to_happen = 100
# EVENT CHAINS/STORY CYCLE EVENTS
100 = nomad_events.0001 # Starts the Achmach Fanakiti event chain
# Regular events
150 = mpo_nomad_events.1030 # You choose a sport for your son to tryhard
200 = mpo_nomad_events.1020 # Your kin wants to break off from your tribe
250 = court_astrologer_events.0002 # Your Astrologer suggest a better place to migrate to
250 = nomad_events.0100 # Two vassals have a herd dispute
250 = nomad_events.0120 # You take an evening ride with someone
200 = nomad_events.0130 # A merchant offers you some herd
150 = nomad_events.0140 # A foreign merchant passes by your capital and asks to stay
250 = nomad_events.0150 # You share a drink with a courtier
300 = nomad_events.0160 # Your spouse tells you they admire you
300 = nomad_events.0170 # Your spouse is scared of your high dread
250 = nomad_events.0180 # Random courtier laughs at your child low prowess
250 = nomad_events.0190 # Reminisce of a past memory
250 = nomad_events.0200 # Someone tells you of a dream they had
250 = nomad_events.0220 # Spouse scolds you for your low Prowess
250 = nomad_events.0230 # Spouse is feeling homesick
200 = nomad_events.0240 # Neighbouring Nomad's herd shows up in your capital
100 = nomad_events.0250 # Enthusiastic priest asks you to convert
100 = nomad_events.0260 # Distant priest arrives at your court
100 = mpo_nomad_events.1050 # A neighboring herder is salty at you
300 = mpo_nomad_events.1060 # You trade with non-nomad neighbors
50 = mpo_nomad_events.1070 #You wake up after having ridden off alone
200 = mpo_nomad_events.1080 #Neighbor is intruding on your land hunting a criminal
150 = mpo_nomad_events.1100 #You adapt your herds to the local terrain
150 = mpo_nomad_events.1110 #Your capital is by a place you can fish
200 = mpo_events_tova.0025 # You are invited to a knucklebone shooting game
200 = mpo_events_tova.0030 # No astrologer? Someone comes to you with a vision
200 = mpo_events_tova.0035 # Anda comes to you with marital concerns
200 = mpo_events_tova.0045 # A Treasured Friend
250 = nomad_events_oltner.0001 # Hunt sighting in your lands
250 = nomad_events_oltner.0002 # Bird sighting in your lands
250 = nomad_events_oltner.0003 # Dangerous Hunt sighting in your lands
150 = nomad_events_oltner.0004 # Zud - Dangerous animals eat your herd
250 = nomad_events_oltner.0005 # Good season! Animals aplenty.
200 = nomad_events_oltner.0006 # You are offered a skilled Master of the Chase from a tributary
200 = nomad_events_oltner.0007 # You are offered a falcon from a tributary
50 = mpo_bb_events.0001 # blood brother comes by for a wrestling match
100 = mpo_events_anna.0001 #Train Them Young - teach a child how to ride a horse
200 = mpo_events_anna.0005 #Stories from the Past - choose a story to be told
200 = mpo_events_anna.0010 #Whistle Like an Arrow - being taught how to whistle as a child
250 = mpo_events_ariana.0001 # Nest Sighting
50 = mpo_events_ariana.0010 # Your Heir wants to convert to a different faith
250 = mpo_events_ariana.0020 # A spouse is suspicious of a councillor
250 = mpo_events_ariana.0050 # A family member risks being branded
150 = mpo_events_ariana.0060 # A child in your family spots an eagles nest with treasure
250 = mpo_events_ariana.0080 # Someone tells you about a magical tree
150 = pet_animal.3050 # Your rival has an eagle
250 = mpo_events_ariana.0090 # Your child wants to be a herder
250 = mpo_events_ariana.0100 # A non-martial gender family member is very skilled
150 = mpo_events_ariana.0110 # Your court astrologer wants you to move your capital
# SEASON SPECIFIC EVENTS
300 = mpo_nomads_season_events.0001 # Herders robbed during drought
300 = mpo_nomads_season_events.0005 # A hungry neighbour asks for herd
300 = mpo_nomads_season_events.0010 # A well-to-do neighbor offers herd
300 = mpo_nomads_season_events.0015 # Two Kurultai members fight over food
150 = nomad_events.0110 # A snow wolf attacks a child (weighted up during white zud/cold zud)
300 = nomad_events.0210 # Spouse/Child is worried about low herd
150 = mpo_nomad_events.1120 #It's winter. wolves are hungry for your herd (weighted up during white zud/cold zud)
}
}
mpo_migration_finished = {
effect = {
if = { # We send an event if you're migrating into a Tributary's lands
limit = {
has_variable = migrating_into_tributary_war_var
}
trigger_event = {
id = migration_events.0002
days = 1
}
}
set_variable = {
name = recently_migrated
years = 3
}
every_held_county = {
limit = {
exists = duchy
duchy = root.capital_province.duchy
}
change_county_control = -50
}
every_realm_province = {
limit = {
has_province_modifier = recently_looted_modifier
}
remove_province_modifier = recently_looted_modifier
}
if = {
limit = {
highest_held_title_tier >= tier_duchy
}
while = {
count = 2
trigger_event = {
on_action = mpo_migration_contract
months = 1
}
}
}
else = {
trigger_event = {
on_action = mpo_migration_contract
months = 1
}
}
domicile ?= {
move_domicile = root.capital_province
}
every_vassal = {
domicile ?= {
move_domicile = prev.capital_province
}
}
}
}
mpo_migration_contract = {
trigger = {
is_landed = yes
has_mpo_dlc_trigger = yes
government_has_flag = government_is_nomadic
has_variable = recently_migrated
any_held_county = {
is_landless_type_title = no
exists = title_province
county_control < 90
}
}
random_events = {
100 = mpo_contract_events.0001
100 = mpo_contract_events.0011
100 = mpo_contract_events.0021
100 = mpo_contract_events.0031
20 = mpo_contract_events.0041
100 = mpo_contract_events.0051
100 = mpo_contract_events.0061
100 = mpo_contract_events.0071
100 = mpo_contract_events.0081
100 = mpo_contract_events.0091
}
}
# Triggered from code on the day after a migration travel ends
#
# root - migrating ruler
# scope:actor - migration ruler (compatibility with triggers and effects used in migration interaction)
# scope:recipient - holder of the target title
# scope:target_title - higher tier title target of the migration. Can be of any tier
# scope:domain - county or duchy tier title, all land within it shall become new personal domain of the migrating ruler
#
on_migration_travel_end = {
events = {
migration_events.0001
}
effect = {
if = { # MPO ACHIEVEMENT Steppe by Steppe
limit = {
is_ai = no
exists = global_var:started_steppe_by_steppe_achievement
situation:the_great_steppe ?= {
situation_sub_region:steppe_west = {
situation_sub_region_has_county = root.capital_county
}
}
}
add_achievement_global_variable_effect = {
VARIABLE = mpo_steppe_by_steppe_achievement_unlocked
VALUE = yes
}
}
migration_title_and_vassal_change_effect = yes
trigger_event = {
on_action = mpo_migration_finished
}
}
}
# triggered from code when migration war ends
#
# root - migrating ruler
# scope:actor - migration ruler (compatibility with triggers and effects used in migration interaction)
# scope:recipient - primary defender in migration war
# scope:target_title - higher tier title target of the migration. Can be of any tier
# scope:domain - county or duchy tier title, all land within it shall become new personal domain of the migrating ruler
# scope:war - migration war. War will disappear after this onaction
on_migration_war_end = {
effect = {
if = { # MPO ACHIEVEMENT Steppe by Steppe
limit = {
is_ai = no
exists = global_var:started_steppe_by_steppe_achievement
location = {
geographical_region = world_steppe_west
}
}
add_achievement_global_variable_effect = {
VARIABLE = mpo_steppe_by_steppe_achievement_unlocked
VALUE = yes
}
}
if = {
limit = {
scope:war = { has_variable = migration_victory }
}
migration_title_and_vassal_change_effect = yes
trigger_event = {
on_action = mpo_migration_finished
}
every_character_situation = {
limit = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
}
every_participant_group = {
limit = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
every_situation_group_participant = {
limit = {
save_temporary_scope_as = temp_scope
NOT = { this = root }
is_migrating = yes
exists = current_travel_plan
OR = {
current_travel_plan.final_destination_province.county = scope:target_title
scope:domain = {
any_in_de_jure_hierarchy = {
tier = tier_county
this = scope:temp_scope.current_travel_plan.final_destination_province.county
}
}
}
}
save_scope_as = invalidated_ruler
scope:invalidated_ruler = {
send_interface_message = {
type = msg_migration_into_realm
title = war_invalidated_migration
desc = war_invalidated_migration_desc
left_icon = root
right_icon = scope:invalidated_ruler
}
}
}
}
}
}
}
}
# triggered from code right after kurultai succession has been resolved
#
# root - new heir (character)
# scope:was_kurultai - (bool) if new heir was part of the predecessor's Kurultai Council
# scope:kurultai_members - list all characters who were part of the predecessor's Kurultai Council
# scope:obedient_kurultai - list all obedient characters who were part of the Kurultai Election (both Council and Children)
# scope:disobedient_kurultai - list all disobedient characters who were part of the Kurultai Election (both Council and Children)
#
on_kurultai_succession_stable = {
trigger = {
has_realm_law = single_heir_succession_kurultai_law
}
effect = {
root = {
if = {
limit = {
exists = this
"list_size(obedient_kurultai)" > 0
}
every_in_list = {
list = obedient_kurultai
limit = {
exists = this
NOT = { this = root }
}
add_opinion = {
target = root
modifier = obedience_opinion
years = 5
}
}
create_character_memory = {
type = had_stable_kurultai_succession
}
}
}
}
}
# triggered from code right after kurultai succession has been resolved
#
# root - new heir (character)
# scope:was_kurultai - (bool) if new heir was part of the predecessor's Kurultai Council
# scope:kurultai_members - list all characters who were part of the predecessor's Kurultai Council
# scope:obedient_kurultai - list all obedient characters who were part of the Kurultai Election (both Council and Children)
# scope:disobedient_kurultai - list all disobedient characters who were part of the Kurultai Election (both Council and Children)
#
on_kurultai_succession_chaotic = {
trigger = {
has_realm_law = single_heir_succession_kurultai_law
primary_title = {
title_held_years < 1
}
}
effect = {
root = {
if = {
limit = {
exists = this
"list_size(obedient_kurultai)" > 0
}
every_in_list = {
list = obedient_kurultai
limit = {
exists = this
NOT = { this = root }
}
add_opinion = {
target = root
modifier = obedience_opinion
years = 5
}
}
}
# Siblings gain claims on all your titles
every_held_title = {
limit = {
tier >= tier_county
}
save_scope_as = title_claim
root = {
every_sibling = {
limit = {
OR = {
AND = {
is_male = yes
faith_dominant_gender_male_or_equal = yes
}
AND = {
is_female = yes
faith_dominant_gender_female_or_equal = yes
}
}
NOT = {
has_claim_on = scope:title_claim
}
}
add_pressed_claim = scope:title_claim
add_to_list = ai_claimant_faction_preference
}
every_in_list = {
list = disobedient_kurultai
limit = {
OR = {
AND = {
is_male = yes
faith_dominant_gender_male_or_equal = yes
}
AND = {
is_female = yes
faith_dominant_gender_female_or_equal = yes
}
}
NOT = {
has_claim_on = scope:title_claim
}
}
add_pressed_claim = scope:title_claim
add_to_list = ai_claimant_faction_preference
}
}
}
random_in_list = {
list = ai_claimant_faction_preference
limit = {
is_physically_able = yes
}
weight = {
base = 1
modifier = {
add = martial
}
modifier = {
add = prowess
}
modifier = {
add = dread
}
modifier = {
add = -250
is_adult = no
}
}
add_character_flag = nomad_preferred_claimant
}
create_character_memory = {
type = had_chaotic_kurultai_succession
}
}
}
random_on_action = {
10 = kurultai_succession_chaotic_minor
20 = kurultai_succession_chaotic_medium
90 = kurultai_succession_chaotic_major
}
}
kurultai_succession_chaotic_minor = {
trigger = {
# No trigger for Minor penalties
NOT = {
has_character_flag = had_mongolia_split
}
}
weight_multiplier = {
base = 1
modifier = { # be a bit kinder to the AI
factor = 2
is_ai = yes
}
}
random_events = {
100 = mpo_chaotic_kurultai_succession.0001 # Siblings become your rivals
100 = mpo_chaotic_kurultai_succession.0002 # Brother seizes the lands of a Tributary and becomes independent
100 = mpo_chaotic_kurultai_succession.0003 # Tributary leaves
100 = mpo_chaotic_kurultai_succession.0004 # County Control loss
100 = mpo_chaotic_kurultai_succession.0005 # Loss of Prestige Level
100 = mpo_chaotic_kurultai_succession.0006 # 10% of Herd defects to Neighboring realm
100 = mpo_chaotic_kurultai_succession.0007 # Good Courtiers defect to Neighbor
100 = mpo_chaotic_kurultai_succession.0008 # MaA Regiment defects to neighbor
}
}
kurultai_succession_chaotic_medium = {
trigger = {
OR = {
"list_size(disobedient_kurultai)" >= 2
"list_size(obedient_kurultai)" <= 0
}
OR = {
highest_held_title_tier >= tier_kingdom
any_tributary = {
count >= 10
}
}
NOT = {
has_character_flag = had_mongolia_split
}
}
random_events = {
100 = mpo_chaotic_kurultai_succession.0009 # Gold divided by Siblings
100 = mpo_chaotic_kurultai_succession.0010 # Legitimacy -500
100 = mpo_chaotic_kurultai_succession.0011 # 20% of Herd defects to Neighboring realm
300 = mpo_chaotic_kurultai_succession.0013 # 20% Realm Split
100 = mpo_chaotic_kurultai_succession.0016 # 3 Tributaries leave
}
}
kurultai_succession_chaotic_major = {
trigger = {
OR = {
"list_size(disobedient_kurultai)" >= "list_size(obedient_kurultai)"
"list_size(obedient_kurultai)" <= 0
}
OR = {
highest_held_title_tier >= tier_kingdom
any_tributary = {
count >= 10
}
}
NOT = {
has_character_flag = had_mongolia_split
}
}
weight_multiplier = {
base = 1
modifier = { # be a bit kinder to the AI
factor = 0.5
is_ai = yes
}
}
random_events = {
300 = mpo_chaotic_kurultai_succession.0012 # 50% Split realm De Jure with Sibling
50 = mpo_chaotic_kurultai_succession.0014 # Extreme kurultai disapproval: shatter realm
100 = mpo_chaotic_kurultai_succession.0015 # 40% of Herd defects to Neighboring realm
100 = mpo_chaotic_kurultai_succession.0017 # All Tributaries leave
}
}
mpo_tributary_check_pulse = {
trigger = {
is_landed = no
is_migrating = no
is_at_war = no
number_of_tributaries > 0
}
effect = {
every_tributary = {
root = {
send_interface_message = {
type = msg_tributaries_breaking_free_bad
title = tributaries_breaking_free_message_title
left_icon = root
right_icon = prev
show_as_tooltip = {
prev = { end_tributary = yes }
}
}
}
send_interface_message = {
type = msg_tributaries_breaking_free_good
title = tributaries_breaking_free_message_player_title
left_icon = this
right_icon = root
end_tributary = yes
}
}
}
}
mpo_de_jure_shift = {
trigger = {
government_has_flag = government_is_nomadic
highest_held_title_tier >= tier_kingdom
}
effect = {
switch = {
trigger = root.highest_held_title_tier
tier_empire = {
de_jure_shifting_effect = {
UPPER_TIER = empire
LOWER_TIER = kingdom
}
}
tier_kingdom = {
de_jure_shifting_effect = {
UPPER_TIER = kingdom
LOWER_TIER = duchy
}
}
}
}
}
# root - Character who changed government
# scope:old_government - Character's old government type
on_government_change = {
effect = {
if = {
limit = {
scope:old_government = government_type:nomad_government
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = { is_nomad_title = yes }
root = {
destroy_title = prev
}
}
}
if = {
limit = {
is_confederation_member = yes
NAND = {
government_is_japanese_trigger = yes
exists = house.house_confederation
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_tribal
}
}
confederation = {
remove_confederation_member = root
}
}
if = {
limit = {
has_variable = crowned_emperor_var
NOR = {
has_game_rule = coronation_laws_off
has_realm_law = crowned_emperor
}
}
add_realm_law = crowned_emperor
}
if = {
limit = {
has_variable = crowned_king_var
NOR = {
has_game_rule = coronation_laws_off
has_realm_law = crowned_king
}
}
add_realm_law = crowned_king
}
if = {
limit = { scope:old_government = government_type:mandala_government }
#Remove Aspect modifiers/variables
if = {
limit = { has_character_modifier = mandala_increments_of_peace_modifier }
remove_character_modifier = mandala_increments_of_peace_modifier
}
if = {
limit = { has_character_modifier = mandala_creator_modifier }
remove_character_modifier = mandala_creator_modifier
}
remove_variable = mandala_house_power_accumulated_increments_of_peace
remove_variable = mandala_house_power_accumulated_creator
#Remove max piety cap modifiers/variables
if = {
limit = { has_character_modifier = budding_divinity_modifier }
remove_character_modifier = budding_divinity_modifier
}
if = {
limit = { has_character_modifier = budding_deity_modifier }
remove_character_modifier = budding_deity_modifier
}
if = {
limit = { has_character_modifier = budding_godhood_modifier }
remove_character_modifier = budding_godhood_modifier
}
remove_variable = not_subject_to_succession_trials
remove_variable = tribute_mission_grace
}
if = {
limit = {
government_has_flag = government_is_mandala
is_house_head = yes
}
#Set the house aspect to default, please
house = {
set_house_aspiration = { type = no_aspect }
}
}
}
}

View file

@ -15,15 +15,20 @@ on_game_start = {
if = {
limit = {
government_has_flag = government_is_prepublic
NOT = {
exists = domicile
}
is_landed = yes
}
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
}
if = {
limit = {
government_has_flag = government_is_prepublic
is_landed = yes
primary_title = {
NOT = {
has_title_law = saxon_elective_succession_law
@ -3025,6 +3030,7 @@ on_game_start_after_lobby = {
save_scope_as = holder
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
any_held_title = {
is_nomad_title = yes

View file

@ -203,13 +203,14 @@ on_title_gain = {
NOT = {
exists = domicile
}
NOT = {
primary_title = {
title_tier = barony
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
}
if = {
limit = {
@ -234,6 +235,7 @@ on_title_gain = {
###########
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
scope:title = {
is_nomad_title = yes
exists = title_domicile
@ -379,6 +381,7 @@ on_title_gain = {
if = {
limit = {
exists = global_var:game_has_started
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
exists = previous_holder
}
@ -2828,13 +2831,14 @@ on_title_gain_inheritance = {
NOT = {
exists = domicile
}
NOT = {
primary_title = {
title_tier = barony
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
}
if = {
limit = {
@ -2905,13 +2909,14 @@ on_title_gain_usurpation = {
NOT = {
exists = domicile
}
NOT = {
primary_title = {
title_tier = barony
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
}
if = {
limit = {

View file

@ -761,13 +761,14 @@ yearly_playable_pulse = {
NOT = {
exists = domicile
}
NOT = {
primary_title = {
title_tier = barony
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
}
if = {
limit = {
@ -2038,6 +2039,7 @@ yearly_playable_pulse = {
government_has_flag = government_is_nomadic
is_landed = no
liege = { is_ai = yes }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2076,6 +2078,7 @@ yearly_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
save_scope_as = scoped_ruler
if = {
@ -2095,6 +2098,7 @@ yearly_playable_pulse = {
else_if = {
limit = {
is_ai = no
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
change_government = nomad_government
}
@ -2119,6 +2123,7 @@ yearly_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2331,6 +2336,7 @@ three_year_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2414,6 +2420,7 @@ three_year_playable_pulse = {
if = {
limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
any_held_title = {
is_nomad_title = yes
@ -2701,13 +2708,14 @@ quarterly_playable_pulse = {
NOT = {
exists = domicile
}
NOT = {
primary_title = {
title_tier = barony
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
save_scope_as = scoped_ruler
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_ruler
government = peasantrepublic_government
save_scope_as = new_title
}
}
if = {
limit = {

View file

@ -0,0 +1,15 @@

#Values used for checking distance with the 'squared_distance' trigger.
squared_distance_small = 22500 #150 map-pixels. Roughly one Wales away (top to bottom).
squared_distance_medium = 62500 #250 map-pixels. Roughly one Ireland away (top to bottom).
squared_distance_major = {
value = squared_distance_large
divide = 2
}
squared_distance_large = 422500 #650 map-pixels. Roughly one France away (top to bottom).
squared_distance_huge = 722500 #850 map-pixels. Roughly one Holy Roman Empire away (left to right).
squared_distance_almost_massive = 1440000 #1200 map-pixels. Roughly 1.5 Holy Roman Empire away (left to right).
squared_distance_massive = 2402500 #1550 map-pixels.
squared_distance_mega = 5202500
squared_distance_monstrous = 9000000 #3000 map-pixels

File diff suppressed because it is too large Load diff

File diff suppressed because it is too large Load diff

View file

@ -4075,17 +4075,6 @@ create_noble_family_effect = {
}
}
}
peasantrepublic_government = { # Steppe Admin has different government
scope:new_noble_family_holder = {
give_noble_family_title = {
name = domicile_farmstead
tier = county
article = DEFAULT_TITLE_NAME_ARTICLE
government = peasantrepublic_government
save_scope_as = new_title
}
}
}
fallback = {
scope:new_noble_family_holder = {
give_noble_family_title = {

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,122 @@
# Movement Power
catalyst_expansion_movement_yearly = {}
catalyst_advancement_movement_yearly = {}
catalyst_conservative_movement_yearly = {}
catalyst_pro_hegemon_movement_advancement_yearly = {}
catalyst_pro_hegemon_movement_expansion_yearly = {}
catalyst_pro_hegemon_movement_yearly = {}
catalyst_movement_gained_power_advancement = {}
catalyst_movement_gained_power_expansion = {}
catalyst_movement_gained_power_conservative = {}
catalyst_movement_gained_power_pro_hegemon = {}
catalyst_movement_consulted_heaven_advancement_positive = {}
catalyst_movement_consulted_heaven_advancement_negative = {}
catalyst_movement_consulted_heaven_expansion_positive = {}
catalyst_movement_consulted_heaven_expansion_negative = {}
catalyst_movement_consulted_heaven_instability_positive = {}
catalyst_movement_consulted_heaven_instability_negative = {}
catalyst_movement_consulted_heaven_chaos_positive = {}
catalyst_movement_consulted_heaven_chaos_negative = {}
catalyst_house_head_consulted_heaven_advancement_positive = {}
catalyst_house_head_consulted_heaven_advancement_negative = {}
catalyst_house_head_consulted_heaven_expansion_positive = {}
catalyst_house_head_consulted_heaven_expansion_negative = {}
catalyst_house_head_consulted_heaven_instability_positive = {}
catalyst_house_head_consulted_heaven_instability_negative = {}
catalyst_house_head_consulted_heaven_chaos_positive = {}
catalyst_house_head_consulted_heaven_chaos_negative = {}
# Warfare
catalyst_hegemon_above_maa_limit_yearly = {}
catalyst_hegemon_below_maa_limit_yearly = {}
catalyst_hegemon_outdated_maa_yearly = {} # NOT IMPLEMENTED - requires feature
catalyst_hegemon_hired_mercenary = {} # NOT IMPLEMENTED - requires code support
catalyst_hegemon_lost_defensive_territorial_war = {}
catalyst_hegemon_lost_capital_in_war = {}
catalyst_hegemon_lost_war = {}
catalyst_hegemon_won_war = {}
catalyst_hegemon_in_defensive_war_yearly = {}
# Merit
catalyst_hegemon_appointing_low_merit_councillor = {}
catalyst_hegemon_appointing_low_merit_governor = {}
catalyst_imperial_examinations_gap_long_yearly = {}
catalyst_imperial_examinations_gap_short_yearly = {}
# Diplomacy
catalyst_hegemon_too_few_tributaries_yearly = {} # NOT IMPLEMENTED - requires tributary feature
# Intrigue
catalyst_hegemon_murdered = {}
catalyst_imperial_family_member_murdered = {}
catalyst_minister_imprison = {}
# Legitimacy
catalyst_hegemon_lost_mandate_of_heaven = {}
catalyst_hegemon_gains_mandate_of_heaven = {}
catalyst_hegemon_mandate_of_heaven_at_0 = {}
catalyst_hegemon_below_legitimacy_yearly = {}
catalyst_hegemon_above_legitimacy_yearly = {}
# Succession
catalyst_new_dynasty_inherits = {}
# Calamities
catalyst_hegemon_natural_disaster = {}
catalyst_hegemon_natural_disaster_recovered = {}
catalyst_hegemon_handled_calamity = {}
catalyst_hegemon_in_civil_war = {}
catalyst_hegemon_epidemic = {}
catalyst_hegemon_apocalyptic_epidemic = {}
catalyst_requested_incursion = {}
# Imperial Treasury
catalyst_imperial_treasury_raided = {}
catalyst_imperial_treasury_debt = {}
catalyst_cleared_treasury_debt = {}
# Held Lands
catalyst_hegemony_too_few_lands = {}
catalyst_hegemony_far_too_few_lands = {}
# Regency
catalyst_diarch_mandate = {}
# Administrative
catalyst_governor_embezzlement = {}
catalyst_dipped_into_treasury = {}
catalyst_hegemon_influenced_by_interaction = {}
catalyst_hegemon_targeted_by_political_scheme = {}
catalyst_governor_raided_estate = {}
catalyst_governor_slander = {}
catalyst_governor_challenged_status = {}
# Great Projects
catalyst_great_wall = {}
catalyst_grand_campaign = {}
catalyst_grand_campaign_lost = {}
catalyst_minister_project_culture = {}
catalyst_great_project_great_wall_contribution = {}
catalyst_great_project_establish_control_contribution = {}
catalyst_minister_compel_religious_uniformity = {}
catalyst_minister_train_troops = {}
catalyst_minister_conduct_census = {}
# Events
catalyst_event_advancement_medium_progress = {}
catalyst_event_mongol_empire_appears = {}
catalyst_event_mongol_empire_attacks_major = {}
catalyst_event_mongol_empire_attacks_minor = {}
# Tyranny
catalyst_tyrannical_extinguish_noble_family = {}
catalyst_ministers_abused_privilege_of_office = {}
# Ministers
catalyst_find_secrets_bad_outcome = {}
catalyst_find_secrets_good_outcome = {}
catalyst_minister_blackmailed = {}
catalyst_minister_exposed_secret = {}
catalyst_minister_pardoned_known_criminal = {}
catalyst_minister_pardoned_dangerous_criminal = {}
catalyst_minister_caught_exam_cheater = {}

View file

@ -0,0 +1,5 @@
# Time
catalyst_situation_passing_of_time_monthly = {}
# Great Project
catalyst_natural_disaster_great_project_investment = {}
catalyst_natural_disaster_great_project_completion = {}

View file

@ -0,0 +1,46 @@
# Regions of the road fully at peace give a bonus to prosperity
catalyst_silk_road_region_war = {} # pseudotriggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_adjacent_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_distant_upstream_region_war = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
# Regions of the road fully at war cause hardship
catalyst_silk_road_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_adjacent_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
catalyst_silk_road_distant_upstream_region_peace = {} # pseudo triggered by yearly pulse of event neutral_situation.0001-0006 in events\dlc\fp2\neutral_struggle_events.txt
## Legacy of Persia factors
# bad for number
catalyst_silk_road_iranian_intermezzo_in_unrest = {} # triggered by yearly pulse of event neutral_struggle.0001 in events\dlc\fp2\neutral_struggle_events.txt
# good for number
catalyst_silk_road_iranian_intermezzo_ending_reached = {
# included in the effects for the following decisions, all found in common\decisions\delc_decisions\fp3_decisions.txt:
# struggle_persia_ending_foundation_decision
# struggle_persia_ending_assertion_decision
# struggle_persia_ending_rekindle_iran_decision
# also included in the scripted effect 'fp3_struggle_ending_concession_effects', found at common\scripted_effects\05_dlc_fp3_scripted_effects.txt
}
### TGP Dynastic Cycle factors
catalyst_silk_road_china_stability = {} # neutral_struggle.0001
catalyst_silk_road_china_consolidation = {} # situation_dynastic_cycle_phase_chaos on_start
catalyst_silk_road_china_grand_canal_expanded = {} # grand_canals great_project
catalyst_silk_road_china_grand_canal_expanded_secondary = {} # grand_canals great_project
catalyst_silk_road_china_grand_canal_expanded_tertiary = {} # grand_canals great_project
# this is good, misc
catalyst_silk_road_mpo_region_resettled = {} # feudalize_holding_interaction
# this is bad, misc
catalyst_silk_road_byzantium_blew_up = {} # on_title_destroyed
catalyst_silk_road_mpo_region_to_steppe = {} # expand_the_steppe_decision
catalyst_silk_road_raided = {} # on_raid_completed
catalyst_silk_road_mongol_devastation = {} # on_county_occupied
# this should be bad but it's so much worse right now. For devastation -> disruption.
catalyst_silk_road_low_control_at_peace = {
}
catalyst_silk_road_famous_market_built = {
# triggered by on_completed action for special buildings. Search for this key in common\buildings\00_special_buildings.txt
}

View file

@ -0,0 +1,7 @@
##############################################################
# Catalysts
##############################################################
catalyst_name = {
# No entries required inside, we only need the name to have a database entry and to use catalysts in the situation database
}

View file

@ -0,0 +1,6 @@
### Casus Belli
catalyst_win_any_war_within_the_region = {}
# Diplomacy
catalyst_gift_independent_ruler = {}

View file

@ -0,0 +1,5 @@
# Time
catalyst_situation_passing_of_time_blessing = {}
catalyst_situation_passing_of_time_lucky_chance_blessing = {}
catalyst_situation_passing_of_time_havsarsan = {}
catalyst_situation_passing_of_time_lucky_chance_havsarsan = {}

View file

@ -0,0 +1,31 @@
############################################
# Situations roughly at the top
# (201-300 )
major = { # referred to in code (DO NOT REMOVE)
sort_order = 220
}
struggles = { # referred to in code (DO NOT REMOVE)
sort_order = 210
}
############################################
# Situations roughly in the middle
# (101-200 )
############################################
# Situations roughly at the bottom
# (001-100 )
minor = { # referred to in code (DO NOT REMOVE)
sort_order = 10
}
natural_disasters = {
sort_order = 9
}
debug = { # referred to in code (DO NOT REMOVE)
sort_order = -1
}

View file

@ -0,0 +1,5 @@
# Name of group, localization is selected by: "situation_group_type_" + <key>
key = {
sort_order = integer # The order situation groups show up in the situations view, higher number is sorted first, tie breaking is on definition order. Default = 0
gui_tags = { tag_1 tag_2 ... } # List of gui tags, used to set size etc in gui views
}

View file

@ -0,0 +1,363 @@
##############################################################
# Structure
#
# Situations are short or long running objects that are bound to a region, which go through phases.
# Characters can be a participant in the situation, and then will belong to one participant group.
##############################################################
situation_type = {
### Brief: window ( enum )
# What code functions will be available for the gui window.
# Default is 'situation'.
#
# Enums:
# situation
# the_great_steppe
# silk_road
# dynastic_cycle
#
window = situation
### Brief: gui_window_name ( string )
# Which gui window to use for this situation. Notice you can mix and match code 'window' with any gui window.
# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
# with the specified name.
# Default is "window_situation"
#
gui_window_name = window_situation
### Brief: gui_participation_window_name ( string )
# Which gui window to use for the situation participation sub-window.
# Expects a file to be located under "gui/" and will automatically apply the ".gui" file ending, containing a widget
# with the specified name.
# Default is "window_situation_participation"
#
gui_participation_window_name = window_situation_participation
### Brief: gui_tooltip_group_focused (bool )
# If phase effect tooltips display effects by Participant Group, instead of by Named Modifier Set (modifier_named_sets)
#
gui_tooltip_group_focused = no
# Path to illustration shown in the situation list window
illustration = "path/to/image.dds"
# Triggered icon for the situation, accessible via [Situation.GetIcon].
# Write one entry per icon. The trigger is based on a Situation scope.
# If no empty triggered asset is defined, the default will be the situation_type icon.
icon = {
trigger = { ... }
reference = "icon_path.dds"
}
# Foldable situation group type where to put this situation in the gui.
# Defaults to the 'minor' group.
situation_group_type = <key>
# The order that the situation should show up within its situation group in the gui.
# Higher number is sorted first, tie breaking is on definition order if same sort order.
# Defaults to 0.
sort_order = integer
### Brief: map_mode ( enum )
# Which map mode to use for this situation type
# Default is participant_groups
#
# Enums:
# participant_groups
# sub_regions
#
map_mode = participant_groups
### What geographical sub-regions this Situation has
# - Each sub-region has their own list of characters for each participant group (see below)
# - Each sub-region will also have their own current active phase (same phases and flow for all sub-regions, as defined in 'phases' below
# - You are required to have at least 1 sub-region (otherwise the situation doesn't affect anything)
# - You are restricted to max 255 sub-regions. This is needed to properly identify participant groups within the region (see below)
# - Subregions cannot overlap
sub_regions = {
# Note: Every region type added below is counted as part of this sub-region <key>'s area
my_sub_region_key = {
# (optional) Path to illustration shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIllustration]"
illustration = "path/to/image.dds"
# (optional) Path to icon shown in the situation windows, texture can be accessed in GUI: "[SituationSubRegion.GetIcon]"
icon = "path/to/image.dds"
# (optional) The color of the sub-region, used for some map modes
map_color = { 1 0.5 0.2 }
# (optional) Add array of pre-defined geographical regions
geographical_regions = { world_mesopotamia special_mongol_empire_start_region }
}
my_other_region_key = {
...
}
}
### Define one or more participant groups.
# Participating characters can only belong to one participant group at a time, for each sub-region.
# Characters being considered for participation will be placed in the *first* group they are valid for.
# You are restricted to max 255 participant groups. This is needed to properly identify participant groups within a specific region.
# There is a set of groups for each sub-region.
participant_groups = {
# One group with characters
my_group_key = {
# (optional) Path to icon for group
icon = "path/to/image.dds"
### Should this group automatically consider all landed rulers in a sub-region as potential participants
# Rulers still need to satisfy the other conditions of this group to be automatically added to it.
# If this is 'no', then you will need to manually add/remove landed rulers to the Situation instead
# (default: yes)
auto_add_rulers = yes
### Should this group automatically consider all rulers with their domicile in a sub-region as potential participants
# Landless rulers still need to satisfy the other conditions of this group to be automatically added to it.
# If this is 'no', then you will need to manually add/remove landless characters to the Situation instead
# (default: yes)
auto_add_landless_rulers = yes
# (optional) The color of the participant group, used for some map modes
map_color = { 1 0.5 0.2 }
# Is it required that the capital of participants is in the region?
# (default: no)
require_capital_in_sub_region = no
# Is it required that some part of the domain of participants is in the region?
# (default: no)
require_domain_in_sub_region = no
# Is it required that some part of the realm of participants is in the region?
# (default: yes)
require_realm_in_sub_region = yes
# Is it required that the character's domicile, if any, is in the region?
# Character without domicile will still satisfy this requirement.
# (default: no)
require_domicile_in_sub_region = no
### Trigger determining if a character is valid to be added / can stay in this group (optional)
# root = character
# scope:situation = situation
# scope:situation_sub_region = situation sub region
is_character_valid = {}
### Effect run when character joins
# root = character
# scope:situation = situation
# scope:situation_participant_group = situation participant group
# scope:situation_sub_region = situation sub region
on_join = {}
### Effect run when character leaves the participant group (note: not fired when the situation ends)
# root = character
# scope:situation = situation
# scope:situation_participant_group = situation participant group
# scope:situation_sub_region = situation sub region
on_leave = {}
}
}
### Effect run when Situation starts (and initial setup has been completed)
# Root = situation
on_start = {}
### Effect run when Situation ends
# Root = situation
on_end = {}
### Effect run every month
# Root = situation
on_monthly = {}
### Effect run every year
# Root = situation
on_yearly = {}
### Effect run on Character as they join the situation
# Root = character
on_join = {}
### Effect run on Character as they leave the situation (note: not fired when the situation ends)
# Root = character
on_leave = {}
### If this situation type can only exist once in the world
# (this allows access via scope `situation:<name_of_type>`)
# Default: no
is_unique = no
# Enables full catalyst history for the situation if set to yes.
# The catalyst history can become very big, only use this flag if needed.
keep_full_history = no
### If rulers involved in this situation should migrate in search for better fetrility
# Migration AI is a complex part of AI logic, so it needs to be explicitly enabled here
# Rules that are involved insituation and who use county fertility will migrate
# Default: no
migration = no
# Which phase should this situation start in (if none if given on situation creation)
start_phase = my_phase_key
# Are the situation phase icons flat or not? Mismatch here gives weird appearance in tooltips.
# Default: yes
use_situation_phase_flat_icons = yes
# Which phases can this Situation Type be in? (at least one needs to exist)
phases = {
# Definition of one phase
my_phase_key = {
### Brief: parameters ( parameter list )
# Arbitrary parameters related to the phase type
# Can be checked in gui by: SituationPhaseType.HasParameter('string')
# Note: Requires loc format "situation_parameter_<key>" to show up in tooltips
#
# Differenting from the parameters in modifier_named_sets in that these
# are always the same on the phase type regardless of involved characters
#
parameters = {
some_parameter = yes
}
# Effect run when phase is started in a specific sub region
# Root = situation
# scope:situation = situation
# scope:situation_sub_region = situation sub region this phase belongs to
on_start = { }
# Effect run when phase in a specific sub region is being ended (and next phase has been determined)
# Root = situation
# scope:situation = situation
# scope:situation_sub_region = situation sub region this phase belongs to
on_end = { }
# (optional) Path to illustration shown in the situation windows
# Texture can be accessed in GUI: "[SituationPhaseType.GetIllustration]" or "[SituationSubRegion.GetCurrentPhase.GetType.GetIllustration]"
illustration = "path/to/image.dds"
# (optional) Path to icon for group
icon = "path/to/image.dds"
# (optional) Map province effect applied to all provinces of the sub-region if this phase is active
map_province_effect = map_province_effect_key
# (optional) Map province effect intensity (range 0.0-1.0, default 1.0)
map_province_effect_intensity = 1.0
# (optional) Maximum duration (days) this phase will run.
# `max_duration_next_phase` will determine which phase will be next, if max_duration is met
# [Scripted Duration]
# root - situation
# scope:situation_sub_region = situation sub region this phase belongs to
max_duration = { days = 1234 }
# How a next phase is selected, if this phase ends by running out of duration (without a phase taking it over before that).
#
# Possible values:
# (default) highest_points - whichever of the 'future_phases' has accumulated the most 'points'
# weighted_random_points - randomly picks one of the 'future_phases', weighted by their current 'points'
# random_non_takeover - randomly picks one of the 'future_phases' with equal weight, only picking from phases that have `takeover_type = none`
# weighted_non_takover - picks one of the 'future_phases' with highest 'weight' value
max_duration_next_phase = weighted_random_points
# Which phases could this phase transition into?
future_phases = {
# 'phase_key' of possible future phase
my_future_phase_key = {
### (optional) If this phase can take over a currently active phase, and how.
#
# Possible values:
# none - (default) It cannot take over an active phase
# points - when the phase accumulates enough catalyst points, specified by `takeover_points`
# duration - when the current active phase has been active for a specific duration, specified by `takeover_duration`
takeover_type = duration
### (optional) Scripted value determining when this phase takes over an active phase in catalyst points
# Cannot be used together with `takeover_duration`
takeover_points = 1234
### (optional) Scripted value determining when this phase takes over for the next phase
weight = 10
### Scripted value determining when this phase takes over an active phase, if that phase has been active for a duration. (scripted duration)
# Cannot be used together with `takeover_points`
# Root = situation
# scope:situation_sub_region = situation sub region this phase belongs to
takeover_duration = { days = 1234 }
### (optional) Which catalysts contribute to this phase taking over? Value is "number of points" added to future phase total.
# If 'takeover_type = points', this can trigger an automatic take-over of the current phase by this future phase.
# (possible catalysts are defined in common/situation/catalyst)
catalysts = {
catalyst_betrayed_alliance = 25
catalyst_something_something = 30
}
}
# Another possible future phase
other_future_phase_key = {
# More catalysts here
}
}
# Which modifiers and other effects are active while this phase is active
modifier_named_sets = {
### Named "set of modifiers"
# Apply modifiers / parameters to current situation phase & participants
# Examples: "War Effects", "Diplomacy Effects"
# Note: The arbitrary name you set will be used as it's localization key
#
war_effects_and_stuff_set = {
### Brief: icon ( string )
# Path to icon texture displayed in situation windows
icon = "path/to/image.dds"
### Applied to all participant groups in the situation
# (see `my_participant_group_type_key` below for examples)
all = {
county_modifier = {}
character_modifier = {}
parameters = {}
doctrine_character_modifier = {}
}
# Only for one specific participant group
my_participant_group_type_key = {
# (optional) Modifier applied to the character participant
character_modifier = {}
# (optional) Modifier applied to all domain counties of a ruler participant
county_modifier = {}
# (optional) One or more situation parameters that are active while this phase is active
parameters = {
cheaper_to_convert_to_struggle_faith = yes
county_faith_conversion_in_region_proceeds_faster = yes
}
# Applied to involved characters if they have the given doctrine (can define multiple 'doctrine_character_modifier')
doctrine_character_modifier = {
name = name_of_doctrine_localization_key
doctrine = doctrine_theocracy_lay_clergy
same_faith_opinion = 3
}
doctrine_character_modifier = {
name = name_of_other_doctrine_localization_key
doctrine = doctrine_theocracy_temporal
same_faith_opinion = -3
}
}
}
another_named_set = {
...
}
}
}
}
}

File diff suppressed because it is too large Load diff

View file

@ -1,4 +1,4 @@
peasantrepublic_government_obligations = {
peasantrepublic_obligations = {
obligation_levels = {
default = {
levies = {
@ -16,6 +16,18 @@
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = piety_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = dynasty_prestige_level
}
}
}
tax = {
value = 0.1
@ -32,6 +44,18 @@
multiply = prestige_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = piety_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = dynasty_prestige_level
}
}
}
barter_goods = {
value = 0.1
@ -54,6 +78,12 @@
multiply = piety_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = dynasty_prestige_level
}
}
}
herd = {
value = 0.1
@ -76,6 +106,12 @@
multiply = piety_level
}
}
scope:liege = {
add = {
value = 0.1
multiply = dynasty_prestige_level
}
}
}
}
}

View file

@ -121,19 +121,17 @@ saxon_elective = { #Farmer Elective
add = {
type = holder_council_members
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
OR = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
feudal_elective_potential_landed_candidate_trigger = yes
feudal_elective_potential_landless_claimant_candidate_trigger = yes
}
}
}
add = {
type = holder_direct_vassals
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
}
}
add = {
type = holder_direct_vassals
limit = {
feudal_elective_potential_landless_dynastic_candidate_trigger = yes
is_vassal_of = scope:holder #Only Powerful, direct, de jure vassals are potential candidates.
}
}
}