barony tier domiciles
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2212
common/on_action/death.txt
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2212
common/on_action/death.txt
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662
common/on_action/dlc/mpo/mpo_on_actions_2.txt
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common/on_action/dlc/mpo/mpo_on_actions_2.txt
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mpo_yearly_events_nomads = {
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trigger = {
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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}
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random_events = {
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chance_to_happen = 100
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# EVENT CHAINS/STORY CYCLE EVENTS
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100 = nomad_events.0001 # Starts the Achmach Fanakiti event chain
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# Regular events
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150 = mpo_nomad_events.1030 # You choose a sport for your son to tryhard
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200 = mpo_nomad_events.1020 # Your kin wants to break off from your tribe
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250 = court_astrologer_events.0002 # Your Astrologer suggest a better place to migrate to
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250 = nomad_events.0100 # Two vassals have a herd dispute
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250 = nomad_events.0120 # You take an evening ride with someone
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200 = nomad_events.0130 # A merchant offers you some herd
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150 = nomad_events.0140 # A foreign merchant passes by your capital and asks to stay
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250 = nomad_events.0150 # You share a drink with a courtier
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300 = nomad_events.0160 # Your spouse tells you they admire you
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300 = nomad_events.0170 # Your spouse is scared of your high dread
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250 = nomad_events.0180 # Random courtier laughs at your child low prowess
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250 = nomad_events.0190 # Reminisce of a past memory
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250 = nomad_events.0200 # Someone tells you of a dream they had
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250 = nomad_events.0220 # Spouse scolds you for your low Prowess
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250 = nomad_events.0230 # Spouse is feeling homesick
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200 = nomad_events.0240 # Neighbouring Nomad's herd shows up in your capital
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100 = nomad_events.0250 # Enthusiastic priest asks you to convert
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100 = nomad_events.0260 # Distant priest arrives at your court
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100 = mpo_nomad_events.1050 # A neighboring herder is salty at you
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300 = mpo_nomad_events.1060 # You trade with non-nomad neighbors
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50 = mpo_nomad_events.1070 #You wake up after having ridden off alone
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200 = mpo_nomad_events.1080 #Neighbor is intruding on your land hunting a criminal
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150 = mpo_nomad_events.1100 #You adapt your herds to the local terrain
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150 = mpo_nomad_events.1110 #Your capital is by a place you can fish
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200 = mpo_events_tova.0025 # You are invited to a knucklebone shooting game
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200 = mpo_events_tova.0030 # No astrologer? Someone comes to you with a vision
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200 = mpo_events_tova.0035 # Anda comes to you with marital concerns
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200 = mpo_events_tova.0045 # A Treasured Friend
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250 = nomad_events_oltner.0001 # Hunt sighting in your lands
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250 = nomad_events_oltner.0002 # Bird sighting in your lands
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250 = nomad_events_oltner.0003 # Dangerous Hunt sighting in your lands
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150 = nomad_events_oltner.0004 # Zud - Dangerous animals eat your herd
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250 = nomad_events_oltner.0005 # Good season! Animals aplenty.
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200 = nomad_events_oltner.0006 # You are offered a skilled Master of the Chase from a tributary
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200 = nomad_events_oltner.0007 # You are offered a falcon from a tributary
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50 = mpo_bb_events.0001 # blood brother comes by for a wrestling match
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100 = mpo_events_anna.0001 #Train Them Young - teach a child how to ride a horse
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200 = mpo_events_anna.0005 #Stories from the Past - choose a story to be told
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200 = mpo_events_anna.0010 #Whistle Like an Arrow - being taught how to whistle as a child
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250 = mpo_events_ariana.0001 # Nest Sighting
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50 = mpo_events_ariana.0010 # Your Heir wants to convert to a different faith
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250 = mpo_events_ariana.0020 # A spouse is suspicious of a councillor
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250 = mpo_events_ariana.0050 # A family member risks being branded
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150 = mpo_events_ariana.0060 # A child in your family spots an eagles nest with treasure
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250 = mpo_events_ariana.0080 # Someone tells you about a magical tree
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150 = pet_animal.3050 # Your rival has an eagle
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250 = mpo_events_ariana.0090 # Your child wants to be a herder
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250 = mpo_events_ariana.0100 # A non-martial gender family member is very skilled
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150 = mpo_events_ariana.0110 # Your court astrologer wants you to move your capital
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# SEASON SPECIFIC EVENTS
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300 = mpo_nomads_season_events.0001 # Herders robbed during drought
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300 = mpo_nomads_season_events.0005 # A hungry neighbour asks for herd
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300 = mpo_nomads_season_events.0010 # A well-to-do neighbor offers herd
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300 = mpo_nomads_season_events.0015 # Two Kurultai members fight over food
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150 = nomad_events.0110 # A snow wolf attacks a child (weighted up during white zud/cold zud)
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300 = nomad_events.0210 # Spouse/Child is worried about low herd
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150 = mpo_nomad_events.1120 #It's winter. wolves are hungry for your herd (weighted up during white zud/cold zud)
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}
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}
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mpo_migration_finished = {
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effect = {
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if = { # We send an event if you're migrating into a Tributary's lands
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limit = {
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has_variable = migrating_into_tributary_war_var
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}
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trigger_event = {
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id = migration_events.0002
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days = 1
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}
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}
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set_variable = {
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name = recently_migrated
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years = 3
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}
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every_held_county = {
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limit = {
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exists = duchy
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duchy = root.capital_province.duchy
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}
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change_county_control = -50
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}
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every_realm_province = {
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limit = {
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has_province_modifier = recently_looted_modifier
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}
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remove_province_modifier = recently_looted_modifier
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}
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if = {
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limit = {
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highest_held_title_tier >= tier_duchy
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}
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while = {
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count = 2
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trigger_event = {
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on_action = mpo_migration_contract
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months = 1
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}
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}
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}
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else = {
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trigger_event = {
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on_action = mpo_migration_contract
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months = 1
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}
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}
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domicile ?= {
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move_domicile = root.capital_province
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}
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every_vassal = {
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domicile ?= {
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move_domicile = prev.capital_province
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}
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}
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}
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}
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mpo_migration_contract = {
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trigger = {
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is_landed = yes
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has_mpo_dlc_trigger = yes
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government_has_flag = government_is_nomadic
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has_variable = recently_migrated
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any_held_county = {
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is_landless_type_title = no
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exists = title_province
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county_control < 90
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}
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}
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random_events = {
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100 = mpo_contract_events.0001
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100 = mpo_contract_events.0011
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100 = mpo_contract_events.0021
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100 = mpo_contract_events.0031
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20 = mpo_contract_events.0041
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100 = mpo_contract_events.0051
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100 = mpo_contract_events.0061
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100 = mpo_contract_events.0071
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100 = mpo_contract_events.0081
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100 = mpo_contract_events.0091
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}
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}
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# Triggered from code on the day after a migration travel ends
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#
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# root - migrating ruler
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# scope:actor - migration ruler (compatibility with triggers and effects used in migration interaction)
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# scope:recipient - holder of the target title
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# scope:target_title - higher tier title target of the migration. Can be of any tier
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# scope:domain - county or duchy tier title, all land within it shall become new personal domain of the migrating ruler
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#
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on_migration_travel_end = {
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events = {
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migration_events.0001
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}
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effect = {
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if = { # MPO ACHIEVEMENT Steppe by Steppe
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limit = {
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is_ai = no
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exists = global_var:started_steppe_by_steppe_achievement
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situation:the_great_steppe ?= {
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situation_sub_region:steppe_west = {
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situation_sub_region_has_county = root.capital_county
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}
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}
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}
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add_achievement_global_variable_effect = {
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VARIABLE = mpo_steppe_by_steppe_achievement_unlocked
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VALUE = yes
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}
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}
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migration_title_and_vassal_change_effect = yes
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trigger_event = {
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on_action = mpo_migration_finished
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}
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}
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}
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# triggered from code when migration war ends
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#
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# root - migrating ruler
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# scope:actor - migration ruler (compatibility with triggers and effects used in migration interaction)
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# scope:recipient - primary defender in migration war
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# scope:target_title - higher tier title target of the migration. Can be of any tier
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# scope:domain - county or duchy tier title, all land within it shall become new personal domain of the migrating ruler
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# scope:war - migration war. War will disappear after this onaction
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on_migration_war_end = {
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effect = {
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if = { # MPO ACHIEVEMENT Steppe by Steppe
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limit = {
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is_ai = no
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exists = global_var:started_steppe_by_steppe_achievement
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location = {
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geographical_region = world_steppe_west
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}
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}
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add_achievement_global_variable_effect = {
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VARIABLE = mpo_steppe_by_steppe_achievement_unlocked
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VALUE = yes
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}
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}
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if = {
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limit = {
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scope:war = { has_variable = migration_victory }
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}
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migration_title_and_vassal_change_effect = yes
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trigger_event = {
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on_action = mpo_migration_finished
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}
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every_character_situation = {
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limit = {
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any_participant_group = {
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participant_group_type = nomad_rulers_capital
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participant_group_has_character = root
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}
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}
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every_participant_group = {
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limit = {
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participant_group_type = nomad_rulers_capital
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participant_group_has_character = root
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}
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every_situation_group_participant = {
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limit = {
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save_temporary_scope_as = temp_scope
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NOT = { this = root }
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is_migrating = yes
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exists = current_travel_plan
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OR = {
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current_travel_plan.final_destination_province.county = scope:target_title
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scope:domain = {
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any_in_de_jure_hierarchy = {
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tier = tier_county
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this = scope:temp_scope.current_travel_plan.final_destination_province.county
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}
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}
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}
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}
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save_scope_as = invalidated_ruler
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scope:invalidated_ruler = {
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send_interface_message = {
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type = msg_migration_into_realm
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title = war_invalidated_migration
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desc = war_invalidated_migration_desc
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left_icon = root
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right_icon = scope:invalidated_ruler
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}
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}
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}
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}
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}
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}
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}
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}
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# triggered from code right after kurultai succession has been resolved
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#
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# root - new heir (character)
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# scope:was_kurultai - (bool) if new heir was part of the predecessor's Kurultai Council
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# scope:kurultai_members - list all characters who were part of the predecessor's Kurultai Council
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# scope:obedient_kurultai - list all obedient characters who were part of the Kurultai Election (both Council and Children)
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# scope:disobedient_kurultai - list all disobedient characters who were part of the Kurultai Election (both Council and Children)
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#
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on_kurultai_succession_stable = {
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trigger = {
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has_realm_law = single_heir_succession_kurultai_law
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}
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effect = {
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root = {
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if = {
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limit = {
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exists = this
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"list_size(obedient_kurultai)" > 0
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}
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every_in_list = {
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list = obedient_kurultai
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limit = {
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exists = this
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NOT = { this = root }
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}
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add_opinion = {
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target = root
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modifier = obedience_opinion
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years = 5
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}
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}
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create_character_memory = {
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type = had_stable_kurultai_succession
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}
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}
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}
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}
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}
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# triggered from code right after kurultai succession has been resolved
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#
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# root - new heir (character)
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# scope:was_kurultai - (bool) if new heir was part of the predecessor's Kurultai Council
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# scope:kurultai_members - list all characters who were part of the predecessor's Kurultai Council
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# scope:obedient_kurultai - list all obedient characters who were part of the Kurultai Election (both Council and Children)
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# scope:disobedient_kurultai - list all disobedient characters who were part of the Kurultai Election (both Council and Children)
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#
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on_kurultai_succession_chaotic = {
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trigger = {
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has_realm_law = single_heir_succession_kurultai_law
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primary_title = {
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title_held_years < 1
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}
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}
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effect = {
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root = {
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if = {
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limit = {
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exists = this
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"list_size(obedient_kurultai)" > 0
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}
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every_in_list = {
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list = obedient_kurultai
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limit = {
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exists = this
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NOT = { this = root }
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}
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add_opinion = {
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target = root
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modifier = obedience_opinion
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years = 5
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}
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}
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}
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# Siblings gain claims on all your titles
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every_held_title = {
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limit = {
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tier >= tier_county
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}
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save_scope_as = title_claim
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root = {
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every_sibling = {
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limit = {
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OR = {
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AND = {
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is_male = yes
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faith_dominant_gender_male_or_equal = yes
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}
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AND = {
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is_female = yes
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faith_dominant_gender_female_or_equal = yes
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}
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}
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NOT = {
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has_claim_on = scope:title_claim
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}
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}
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add_pressed_claim = scope:title_claim
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add_to_list = ai_claimant_faction_preference
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}
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every_in_list = {
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list = disobedient_kurultai
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limit = {
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OR = {
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AND = {
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is_male = yes
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faith_dominant_gender_male_or_equal = yes
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}
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AND = {
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is_female = yes
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faith_dominant_gender_female_or_equal = yes
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}
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}
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NOT = {
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has_claim_on = scope:title_claim
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}
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}
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add_pressed_claim = scope:title_claim
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add_to_list = ai_claimant_faction_preference
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}
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}
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}
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random_in_list = {
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list = ai_claimant_faction_preference
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limit = {
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is_physically_able = yes
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}
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weight = {
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base = 1
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modifier = {
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add = martial
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}
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modifier = {
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add = prowess
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}
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modifier = {
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add = dread
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}
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modifier = {
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add = -250
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is_adult = no
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}
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}
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add_character_flag = nomad_preferred_claimant
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}
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create_character_memory = {
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type = had_chaotic_kurultai_succession
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}
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}
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}
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random_on_action = {
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10 = kurultai_succession_chaotic_minor
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20 = kurultai_succession_chaotic_medium
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90 = kurultai_succession_chaotic_major
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}
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}
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kurultai_succession_chaotic_minor = {
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trigger = {
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# No trigger for Minor penalties
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NOT = {
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has_character_flag = had_mongolia_split
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}
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}
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weight_multiplier = {
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base = 1
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modifier = { # be a bit kinder to the AI
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factor = 2
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is_ai = yes
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}
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}
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random_events = {
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100 = mpo_chaotic_kurultai_succession.0001 # Siblings become your rivals
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100 = mpo_chaotic_kurultai_succession.0002 # Brother seizes the lands of a Tributary and becomes independent
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100 = mpo_chaotic_kurultai_succession.0003 # Tributary leaves
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100 = mpo_chaotic_kurultai_succession.0004 # County Control loss
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100 = mpo_chaotic_kurultai_succession.0005 # Loss of Prestige Level
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100 = mpo_chaotic_kurultai_succession.0006 # 10% of Herd defects to Neighboring realm
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100 = mpo_chaotic_kurultai_succession.0007 # Good Courtiers defect to Neighbor
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100 = mpo_chaotic_kurultai_succession.0008 # MaA Regiment defects to neighbor
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}
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}
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kurultai_succession_chaotic_medium = {
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trigger = {
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OR = {
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"list_size(disobedient_kurultai)" >= 2
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"list_size(obedient_kurultai)" <= 0
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}
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OR = {
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||||
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 }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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 = {
|
||||
|
|
|
|||
|
|
@ -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 = {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue