Bugs
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17 changed files with 13699 additions and 1275 deletions
740
common/factions/00_peasant_faction_new.txt
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740
common/factions/00_peasant_faction_new.txt
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@ -0,0 +1,740 @@
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@base_peasant_discontent_progress = 2
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peasant_faction = {
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casus_belli = peasant_war
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short_effect_desc = peasant_faction_short_effect_desc
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sort_order = 5
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leaders_allowed_to_leave = no
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player_can_join = no
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power_threshold = 0 # Peasant Factions place their demand regardless of their Power
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discontent_progress = {
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base = @base_peasant_discontent_progress
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# modifier = {
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# faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
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# add = 10
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# desc = ep3_story_cycle_restoring_rome_faction_discontent
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# }
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modifier = {
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faction_target = { can_vassals_be_attacked = yes }
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add = 2
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desc = border_war_increased_peasant_discontent
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}
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modifier = {
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faction_target = {
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top_participant_group:dynastic_cycle ?= {
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has_participant_group_parameter = dynastic_cycle_more_peasant_factions
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}
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}
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add = 2
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desc = instability_increased_peasant_discontent
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}
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}
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name = FACTION_PEASANT_NAME
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requires_county = yes
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requires_character = no
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is_valid = {
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always = yes
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}
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is_county_valid = {
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# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
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holder = scope:faction.faction_target
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title_province = {
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NOR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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is_character_valid = {
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has_valid_faction_members_trigger = yes
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}
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demand = {
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save_scope_as = faction
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setup_peasant_leader_effect = yes
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special_character = {
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save_scope_as = peasant_leader
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}
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faction_leader = {
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add_opinion = {
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modifier = angry_opinion
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target = root.faction_target
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opinion = -50
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}
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}
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scope:faction.faction_target = {
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trigger_event = faction_demand.1101
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}
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}
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ai_demand_chance = {
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base = 0
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modifier = {
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add = 100
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any_faction_county_member = {}
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}
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modifier = {
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add = -1000
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faction_target = {
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involved_activity ?= {
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has_activity_type = activity_coronation
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activity_host = prev
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}
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}
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}
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}
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on_creation = {
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random_faction_county_member = {
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save_scope_as = founding_county
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}
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set_variable = {
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name = faction_culture
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value = scope:founding_county.culture
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}
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set_variable = {
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name = faction_faith
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value = scope:founding_county.faith
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}
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}
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on_destroy = {
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set_variable = {
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name = peasant_destroying
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value = yes
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}
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if = {
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limit = { exists = special_character }
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special_character = {
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if = {
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#Verify that the title exists before trying to destroy it
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limit = {
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has_variable = peasant_title
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exists = this.var:peasant_title
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NOT = { has_variable = peasant_war_escalates }
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}
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destroy_title = this.var:peasant_title
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}
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if = {
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limit = { is_alive = yes }
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# Zero out our wallet since the revolt is over.
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if = {
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limit = { # To make sure we're not in debt
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gold > 0
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}
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remove_long_term_gold = gold
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}
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# The peasant leader mysteriously vanishes on the next game tick.
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if = {
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limit = { NOT = { has_character_flag = peasant_revolt_do_not_kill } }
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trigger_event = {
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id = faction_demand.1102
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days = 1
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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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county_join_score = {
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base = 0
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compare_modifier = {
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desc = "FACTION_REASON_COUNTY_OPINION"
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value = county_opinion
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multiplier = -1.0
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}
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# If a suitable Popular Faction exists, perfer to join it instead.
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modifier = {
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desc = "FACTION_REASON_PREFER_POPULIST_FACTION"
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add = -10
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AND = {
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county_opinion <= -15
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scope:faction.faction_target = {
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top_liege = {
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any_targeting_faction = {
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faction_type = populist_faction
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any_faction_county_member = {
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this.title_province.faith = root.title_province.faith
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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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# If a suitable Escalated Faction exists, prefer to join it instead.
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modifier = {
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desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
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add = -10
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scope:faction.faction_target = {
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any_targeting_faction = {
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faction_type = escalated_peasant_faction
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}
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}
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}
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# Reduced weight for a character's own capital to join a revolt against them.
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modifier = {
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desc = "FACTION_REASON_CAPITAL_COUNTY"
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add = -10
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this.title_province = scope:faction.faction_target.capital_province
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}
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legalism_virtue_and_sin_modifier = {
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TARGET = scope:faction.faction_target
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SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
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}
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# Ruling Caste
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modifier = {
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desc = "FACTION_REASON_RULING_CASTE"
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add = -25
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culture != scope:faction.faction_target.culture
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scope:faction.faction_target.culture = { has_cultural_parameter = peasant_and_populist_factions_less_common }
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}
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# Defiant Ambushers
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modifier = {
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add = 25
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county_opinion < 0
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culture != scope:faction.faction_target.culture
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culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
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}
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# Difficulty Settings
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modifier = { # Easy
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desc = "FACTION_REASON_DIFFICULTY_EASY"
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add = -50
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has_game_rule = easy_difficulty
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scope:faction.faction_target = {
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is_ai = no
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}
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}
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modifier = { # Very Easy
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desc = "FACTION_REASON_DIFFICULTY_VERY_EASY"
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add = -150
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has_game_rule = very_easy_difficulty
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scope:faction.faction_target = {
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is_ai = no
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}
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}
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modifier = { # Hard
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desc = "FACTION_REASON_DIFFICULTY_HARD"
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add = -50
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has_game_rule = hard_difficulty
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = { # Very Hard
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desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
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add = -150
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has_game_rule = very_hard_difficulty
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = { # Conquerors
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desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
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add = -85
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scope:faction.faction_target = {
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ai_should_get_conqueror_bonuses = yes
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}
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}
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modifier = { # Conquerors
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desc = "NO_FRIVOLOUS_ACTIVITIES_REASON"
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add = -150
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scope:faction.faction_target = {
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ai_should_get_extreme_conqueror_bonuses = yes
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}
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}
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# Realm Stability Settings
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -50
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has_game_rule = higher_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -100
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has_game_rule = extreme_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -50
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has_game_rule = higher_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -100
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has_game_rule = extreme_realm_stability_ai_only
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scope:faction.faction_target = {
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is_ai = yes
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}
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}
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# Conquerors
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modifier = {
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add = -100
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scope:faction.faction_target = { ai_should_get_conqueror_bonuses = yes }
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}
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modifier = {
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add = -200
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scope:faction.faction_target = { ai_should_get_extreme_conqueror_bonuses = yes }
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}
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# stay if at war with the target
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modifier = {
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desc = "FACTION_REASON_AT_WAR_WITH_TARGET"
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add = 1000
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exists = joined_faction
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joined_faction = {
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faction_is_at_war = yes
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}
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}
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# TGP Dynastic Cycle in Instability phase
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modifier = {
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desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
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add = 25
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county_opinion < 0
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scope:faction.faction_target = {
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top_participant_group:dynastic_cycle ?= {
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has_participant_group_parameter = dynastic_cycle_more_peasant_factions
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}
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}
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}
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# Pure Land
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modifier = {
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desc = "FACTION_REASON_POPULIST_PEASANT_MORE_LIKELY"
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add = 25
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county_opinion < 0
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faith != scope:faction.faction_target.faith
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faith = {
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has_doctrine_parameter = peasant_and_populist_factions_more_common
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}
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}
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}
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county_create_score = {
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base = 0
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####
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# AI Modifiers
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####
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compare_modifier = {
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value = county_opinion
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multiplier = -1.0
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}
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# If a suitable Popular Faction exists, perfer to join it instead.
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modifier = {
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add = -10
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AND = {
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county_opinion <= -15
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scope:target = {
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top_liege = {
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any_targeting_faction = {
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faction_type = populist_faction
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any_faction_county_member = {
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this.title_province.faith = root.title_province.faith
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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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# If a suitable Escalated Faction exists, prefer to join it instead.
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modifier = {
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desc = "FACTION_REASON_PREFER_ESCALATED_FACTION"
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add = -100
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scope:target = {
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any_targeting_faction = {
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faction_type = escalated_peasant_faction
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}
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}
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}
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# Reduced weight for a character's own capital to join a revolt against them.
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modifier = {
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add = -20
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exists = scope:target.capital_province
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this.title_province = scope:target.capital_province
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}
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legalism_virtue_and_sin_modifier = {
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TARGET = scope:target
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SCORE_PER_TRAIT = 10 # Worth 10 opinion per virtue.
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}
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# Ruling Caste
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modifier = {
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add = -25
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culture != scope:target.culture
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scope:target.culture = {
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has_cultural_parameter = peasant_and_populist_factions_less_common
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}
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}
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# Defiant Ambushers
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modifier = {
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add = 25
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county_opinion < 0
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culture != scope:target.culture
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culture = { has_cultural_parameter = county_peasant_and_populist_factions_more_common }
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}
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# Difficulty Settings
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modifier = { # Easy
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add = -50
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has_game_rule = easy_difficulty
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scope:target = {
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is_ai = no
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}
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}
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modifier = { # Very Easy
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add = -150
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has_game_rule = very_easy_difficulty
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scope:target = {
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is_ai = no
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}
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}
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modifier = { # Hard
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desc = "FACTION_REASON_DIFFICULTY_HARD"
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add = -50
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has_game_rule = hard_difficulty
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scope:target = {
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is_ai = yes
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}
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}
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modifier = { # Very Hard
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desc = "FACTION_REASON_DIFFICULTY_VERY_HARD"
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add = -150
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has_game_rule = very_hard_difficulty
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scope:target = {
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is_ai = yes
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}
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}
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modifier = { # Conquerors
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add = -150
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scope:target = {
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ai_should_get_extreme_conqueror_bonuses = yes
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}
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}
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# Realm Stability Settings
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modifier = {
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add = 25
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has_game_rule = lesser_realm_stability
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}
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modifier = {
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add = -50
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has_game_rule = higher_realm_stability
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}
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modifier = {
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add = -100
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has_game_rule = extreme_realm_stability
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_LESSER"
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add = 25
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has_game_rule = lesser_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_HIGHER"
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add = -50
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has_game_rule = higher_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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modifier = {
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desc = "FACTION_REASON_GAME_RULE_REALM_STABILITY_EXTREME"
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add = -100
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has_game_rule = extreme_realm_stability_ai_only
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scope:target = {
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is_ai = yes
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}
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}
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# Conquerors
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modifier = {
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add = -100
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scope:target = { ai_should_get_conqueror_bonuses = yes }
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}
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modifier = {
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add = -200
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scope:target = { ai_should_get_extreme_conqueror_bonuses = yes }
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}
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# TGP Dynastic Cycle in Instability phase
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modifier = {
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desc = "FACTION_REASON_DYNASTIC_CYCLE_INSTABILITY"
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add = 25
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county_opinion < 0
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scope:target = {
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top_participant_group:dynastic_cycle ?= {
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has_participant_group_parameter = dynastic_cycle_more_peasant_factions
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}
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}
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}
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# Pure Land
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modifier = {
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add = 25
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county_opinion < 0
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faith != scope:target.faith
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faith = {
|
||||
has_doctrine_parameter = peasant_and_populist_factions_more_common
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ai_join_score = {
|
||||
}
|
||||
|
||||
can_character_join = {
|
||||
custom_tooltip = {
|
||||
text = can_join_escalated_peasant_faction_tt
|
||||
OR = {
|
||||
joined_faction = scope:faction
|
||||
domicile ?= {
|
||||
has_domicile_parameter = can_join_peasant_factions
|
||||
}
|
||||
has_trait = peasant_leader
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_join = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:faction.faction_target
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_county_create = {
|
||||
# Peasants can only join a faction against their direct liege. Unless their liege is Byzantium trying to restore the Roman Empire, then they go for the emperor
|
||||
|
||||
holder = scope:target
|
||||
|
||||
scope:target = {
|
||||
NAND = {
|
||||
is_ai = yes
|
||||
OR = {
|
||||
has_trait = greatest_of_khans
|
||||
has_character_modifier = the_great_khan_modifier
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
####
|
||||
# BLOCKERS
|
||||
####
|
||||
# General Faction immunity
|
||||
custom_description = {
|
||||
text = character_is_immune_to_factions
|
||||
subject = scope:target
|
||||
NOT = { scope:target = { immune_to_factions_trigger = yes } }
|
||||
}
|
||||
|
||||
title_province = {
|
||||
NOR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_character_become_leader = {
|
||||
always = yes
|
||||
}
|
||||
|
||||
on_war_start = {
|
||||
# Give the peasant leader a small purse so they don't immediately go bankrupt with army maintenance.
|
||||
every_faction_county_member = {
|
||||
root.faction_leader = {
|
||||
add_gold = 10
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = { has_variable = ep3_governor_yearly_8150_ignored }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = ep3_governor_yearly_8150_troop_name
|
||||
men_at_arms = {
|
||||
type = light_footmen
|
||||
stacks = 2
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
}
|
||||
}
|
||||
remove_variable = ep3_governor_yearly_8150_ignored
|
||||
}
|
||||
|
||||
# If the target is Restoring Rome, the faction gets a military boon
|
||||
# if = {
|
||||
# limit = {
|
||||
# root.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# save_scope_value_as = {
|
||||
# name = spawn_army_size_levies
|
||||
# value = {
|
||||
# value = 1
|
||||
# root = {
|
||||
# every_faction_county_member = {
|
||||
# add = building_levies
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
# root.faction_leader = {
|
||||
# spawn_army = {
|
||||
# name = ep3_restoring_rome_citizen_army_name
|
||||
# levies = scope:spawn_army_size_levies
|
||||
# men_at_arms = {
|
||||
# type = pikemen_unit
|
||||
# stacks = 16
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = mangonel
|
||||
# stacks = 6
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = armored_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = light_footmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# men_at_arms = {
|
||||
# type = bowmen
|
||||
# stacks = 10
|
||||
# }
|
||||
# war = root.faction_war
|
||||
# location = root.faction_leader.location
|
||||
# origin = root.faction_leader.location
|
||||
# inheritable = no
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
root.faction_leader = {
|
||||
spawn_army = {
|
||||
name = peasant_leader_army_name
|
||||
men_at_arms = {
|
||||
type = pikemen_militia
|
||||
stacks = {
|
||||
value = root.faction_leader.location.county.county_levies_to_raise
|
||||
divide = 100
|
||||
multiply = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.05
|
||||
}
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
men_at_arms = {
|
||||
type = torch_bearers
|
||||
stacks = {
|
||||
value = "root.faction_leader.has_trait_xp(peasant_leader)"
|
||||
multiply = 0.1
|
||||
round = yes
|
||||
min = 1
|
||||
}
|
||||
}
|
||||
war = root.faction_war
|
||||
location = root.faction_leader.location
|
||||
origin = root.faction_leader.location
|
||||
inheritable = no
|
||||
war_keep_on_attacker_victory = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
leader_leaves = {
|
||||
# Should only trigger when the leader is captured in battle.
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_variable = peasant_destroying }
|
||||
exists = faction_war
|
||||
}
|
||||
faction_war = {
|
||||
end_war = defender
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
county_power = {
|
||||
value = county_levies_to_raise
|
||||
# if = {
|
||||
# limit = {
|
||||
# scope:faction.faction_target = { ep3_restored_rome_hard_mode_trigger = yes }
|
||||
# }
|
||||
# multiply = 2
|
||||
# }
|
||||
if = {
|
||||
limit = {
|
||||
faith = { has_doctrine_parameter = peasant_and_populist_factions_more_common }
|
||||
}
|
||||
multiply = 1.5
|
||||
}
|
||||
}
|
||||
|
||||
character_allow_create = no
|
||||
|
||||
special_character_title = "FACTIONS_WINDOW_LEADER"
|
||||
|
||||
inherit_membership = no
|
||||
|
||||
county_can_switch_to_other_faction = yes
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue