fix
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633
common/scripted_effects/00_ep3_decision_effects.txt
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633
common/scripted_effects/00_ep3_decision_effects.txt
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# This effect requires you to input which convert to convert to with GOVERNMENT_TO_ADOPT
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# If you want it to be dynamic, simply use "flag:dynamic"
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# Otherwise, set the government you want to adopt
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convert_to_administrative_from_feudalism_effect = {
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save_scope_as = administrative_liege
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switch = {
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trigger = $GOVERNMENT_TO_ADOPT$
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flag:dynamic = { # If we want the selection to be dynamic, save and clear the scope to prevent errors
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save_scope_value_as = {
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name = has_selected_a_government
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value = flag:dynamic
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}
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clear_saved_scope = has_selected_a_government
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}
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flag:administrative = { # administrative_government / Administrative
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save_scope_value_as = {
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name = has_selected_a_government
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value = flag:administrative
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}
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}
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flag:celestial = { # celestial_government / Celestial
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save_scope_value_as = {
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name = has_selected_a_government
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value = flag:celestial
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}
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}
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flag:meritocratic = { # meritocratic_government / Meritocratic
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save_scope_value_as = {
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name = has_selected_a_government
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value = flag:meritocratic
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}
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}
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flag:japan_administrative = { # japan_administrative_government / Ritsuryo
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save_scope_value_as = {
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name = has_selected_a_government
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value = flag:japan_administrative
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}
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}
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}
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change_to_administrative_effect = yes
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#Direct Vassals who fulfill the ep3_vassal_will_become_admin criteria are converted. Vassals above 25 opinion always accept
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#Vassals are converted as a hierarchy. If a king is converted we convert all who are valid below that king (so his dukes, their counts, and their barons) are all converted.
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#If a vassal does not convert (because of not accepting or because they are outside of the de jure empire, etc) then the vassals below them are _not_ converted either.
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#Human vassals are given a choice to convert or not in the ping event, even if powerful or having very good relation.
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hidden_effect = {
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save_scope_as = actor
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every_powerful_vassal = { #All valid powerful vassals auto convert - their support was required to take the decision.
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limit = {
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ep3_vassal_will_become_admin = yes
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (could be Counts, could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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}
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}
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}
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}
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every_vassal = {
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limit = {
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ep3_vassal_will_become_admin = yes
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trigger_if = { #Dukes and above can say no
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limit = {
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primary_title.tier >= tier_duchy
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is_ai = yes
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}
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opinion = {
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target = scope:administrative_liege
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value > 25
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}
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}
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (could be Counts, could be Dukes)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (Could be Counts, could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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}
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}
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}
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}
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every_vassal = {
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limit = {
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ep3_vassal_will_become_admin = yes
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trigger_if = { #Dukes and above can say no
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limit = {
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primary_title.tier >= tier_duchy
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is_ai = yes
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}
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opinion = {
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target = scope:administrative_liege
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value > 0
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}
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}
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}
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random_list = {
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10 = { } #10% of the vassals that like us less than 25 but more than 0 still convert.
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90 = {
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (could be Counts, could be Dukes)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (Could be Counts, could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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every_vassal = { #Everyone below also converts (could be Barons)
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limit = {
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ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
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is_ai = yes
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}
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save_scope_as = recipient
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change_to_administrative_effect = yes
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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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every_vassal = {
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limit = {
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highest_held_title_tier >= tier_duchy
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house.house_head ?= this
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government_allows = noble_families
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NOT = {
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any_held_title = { is_noble_family_title = yes }
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}
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}
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create_noble_family_effect = { GOVERNMENT_GIVER = this }
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}
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}
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if = {
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limit = {
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NOT = {
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has_character_flag = latin_emp_force_admin_flag
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}
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top_liege = this
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}
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add_character_modifier = {
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modifier = first_admin_emperor
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}
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}
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change_influence = admin_convert_influence_value
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custom_description_no_bullet = {
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text = vassals_can_become_administrative
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}
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custom_tooltip = powerful_vassals_become_administrative
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custom_tooltip = vassals_become_administrative
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custom_tooltip = vassals_who_may_switch_to_administrative
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}
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convert_to_administrative_from_feudalism_game_start_effect = {
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if = {
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limit = { has_dlc_feature = roads_to_power }
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# Because we run this twice, since folks can change in the lobby.
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if = {
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limit = {
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NOT = { government_has_mechanic = administrative }
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trigger_if = {
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limit = {
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independent = no
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}
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NOR = {
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has_character_flag = granted_title_government_cooldown
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prestige_level > 2
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piety_level > 2
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AND = {
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dynasty ?= {
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dynasty_prestige_level > 2
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}
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}
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}
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}
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}
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change_government = administrative_government
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create_noble_family_effect = { GOVERNMENT_GIVER = this }
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add_to_list = estatified_list
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}
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every_vassal_or_below = {
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limit = {
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highest_held_title_tier >= tier_county
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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government_has_flag = government_is_tribal
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}
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NOR = {
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faith.religious_head ?= this
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liege = {
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faith.religious_head ?= this
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top_liege != this
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}
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AND = {
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exists = scope:ignore_culture
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culture = scope:ignore_culture
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}
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}
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}
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change_to_administrative_effect = yes
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}
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}
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}
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apply_historic_administrative_game_rule_effect = {
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# We'll be doing some excessive triggers below in a bid to lightly future-proof + error-spam mods less, don't worry about it.
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## We also do player-specific realms separately — we need to know what their realm is so we do it after the lobby exclusively.
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# Egypt.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_egypt_gameplay_not_administrative }
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exists = title:k_egypt
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}
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if = {
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limit = { has_game_rule = historicity_extra_admin_egypt_historic_always }
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title:k_egypt.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# Arabia.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_arabia_gameplay_not_administrative }
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exists = title:e_arabia
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}
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if = {
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limit = { has_game_rule = historicity_extra_admin_arabia_historic_867 }
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# Give the Armenians a fighting chance.
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culture:armenian = { save_scope_as = ignore_culture }
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title:e_arabia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# Ghana.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_ghana_gameplay_not_administrative }
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exists = title:k_ghana
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}
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if = {
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limit = { has_game_rule = historicity_extra_admin_ghana_historic_always }
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title:k_ghana.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# Kabulistan/the Ghaznivids.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_kabulistan_gameplay_not_administrative }
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exists = title:k_kabulistan
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}
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if = {
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limit = { has_game_rule = historicity_extra_admin_kabulistan_historic_always }
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title:k_kabulistan.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# Persia.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_persia_gameplay_not_administrative }
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exists = title:e_persia
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exists = title:k_persia
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}
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if = {
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limit = {
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game_start_date = 1178.10.1
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has_game_rule = historicity_extra_admin_persia_historic_1178
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}
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title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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else_if = {
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limit = { has_game_rule = historicity_extra_admin_persia_alt_historic_always }
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# Independent k_persia.
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if = {
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limit = {
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title:k_persia.holder ?= { top_liege = this }
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}
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title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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# Else, the empire.
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else = {
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title:e_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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}
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# Maghreb.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_maghreb_gameplay_not_administrative }
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exists = title:k_maghreb
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}
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if = {
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limit = {
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game_start_date >= 1066.9.15
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has_game_rule = historicity_extra_admin_maghreb_historic_post_1066
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}
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title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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else_if = {
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limit = { has_game_rule = historicity_extra_admin_maghreb_alt_historic_always }
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title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# Tamilakam/the Cholas.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_tamilakam_gameplay_not_administrative }
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exists = title:k_tamilakam
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}
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if = {
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limit = {
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game_start_date = 1066.9.15
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has_game_rule = historicity_extra_admin_tamilakam_historic_1066
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}
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title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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else_if = {
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limit = { has_game_rule = historicity_extra_admin_tamilakam_alt_historic_always }
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title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
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}
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}
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# The Carolingians.
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if = {
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limit = {
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NOT = { has_game_rule = historicity_extra_admin_carolingians_gameplay_not_administrative }
|
||||||
|
game_start_date = 867.1.1
|
||||||
|
exists = title:k_france
|
||||||
|
exists = title:k_lotharingia
|
||||||
|
exists = title:k_east_francia
|
||||||
|
exists = title:k_italy
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = { has_game_rule = historicity_extra_admin_carolingians_alt_historic_all_administrative }
|
||||||
|
title:k_france.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
title:k_lotharingia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
title:k_east_francia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
title:k_italy.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = { has_game_rule = historicity_extra_admin_carolingians_alt_historic_west_francia_administrative }
|
||||||
|
title:k_france.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = { has_game_rule = historicity_extra_admin_carolingians_alt_historic_lotharingia_administrative }
|
||||||
|
title:k_lotharingia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = { has_game_rule = historicity_extra_admin_carolingians_alt_historic_east_francia_administrative }
|
||||||
|
title:k_east_francia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = { has_game_rule = historicity_extra_admin_carolingians_alt_historic_italy_administrative }
|
||||||
|
title:k_italy.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
convert_to_feudalism_from_administrative_effect = {
|
||||||
|
#Gain some gold for selling off your estates
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
any_vassal = {
|
||||||
|
any_held_title = { is_noble_family_title = yes }
|
||||||
|
exists = domicile
|
||||||
|
}
|
||||||
|
}
|
||||||
|
custom_tooltip = estates_get_bought
|
||||||
|
every_vassal = {
|
||||||
|
limit = {
|
||||||
|
any_held_title = { is_noble_family_title = yes }
|
||||||
|
exists = domicile
|
||||||
|
}
|
||||||
|
hidden_effect = {
|
||||||
|
add_gold = {
|
||||||
|
value = {
|
||||||
|
value = major_gold_value
|
||||||
|
switch = {
|
||||||
|
trigger = domicile.num_domicile_buildings
|
||||||
|
7 = { multiply = 7 }
|
||||||
|
6 = { multiply = 6 }
|
||||||
|
5 = { multiply = 5 }
|
||||||
|
4 = { multiply = 4 }
|
||||||
|
3 = { multiply = 3 }
|
||||||
|
2 = { multiply = 2 }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#Then change government
|
||||||
|
if = {
|
||||||
|
limit = { ep3_is_clan_inclined_trigger = yes }
|
||||||
|
change_government = clan_government
|
||||||
|
|
||||||
|
#Duchies automatically transfer, need to poke the kingdoms
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
any_vassal = {
|
||||||
|
primary_title.tier >= tier_kingdom
|
||||||
|
NOR = {
|
||||||
|
government_has_flag = government_is_clan
|
||||||
|
government_has_flag = government_is_theocracy
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
custom_tooltip = kings_become_clan
|
||||||
|
every_vassal = {
|
||||||
|
limit = {
|
||||||
|
primary_title.tier >= tier_kingdom
|
||||||
|
NOR = {
|
||||||
|
government_has_flag = government_is_clan
|
||||||
|
government_has_flag = government_is_theocracy
|
||||||
|
}
|
||||||
|
}
|
||||||
|
hidden_effect = { change_government = clan_government }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else = {
|
||||||
|
change_government = feudal_government
|
||||||
|
|
||||||
|
#Duchies automatically transfer, need to poke the kingdoms
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
any_vassal = {
|
||||||
|
primary_title.tier >= tier_kingdom
|
||||||
|
NOR = {
|
||||||
|
government_has_flag = government_is_feudal
|
||||||
|
government_has_flag = government_is_theocracy
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
custom_tooltip = kings_become_feudal
|
||||||
|
every_vassal = {
|
||||||
|
limit = {
|
||||||
|
primary_title.tier >= tier_kingdom
|
||||||
|
NOR = {
|
||||||
|
government_has_flag = government_is_feudal
|
||||||
|
government_has_flag = government_is_theocracy
|
||||||
|
}
|
||||||
|
}
|
||||||
|
hidden_effect = { change_government = feudal_government }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#Governors become Dukes tooltip
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
any_vassal = {
|
||||||
|
primary_title.tier = tier_duchy
|
||||||
|
NOT = { government_has_flag = government_is_clan }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
custom_tooltip = governors_become_dukes
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
humiliate_stooge_counter_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
NOT = { has_variable = humiliated_stooge_counter_var }
|
||||||
|
}
|
||||||
|
set_variable = {
|
||||||
|
name = humiliated_stooge_counter_var
|
||||||
|
value = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else = {
|
||||||
|
change_variable = {
|
||||||
|
name = humiliated_stooge_counter_var
|
||||||
|
add = 1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
humiliate_stooge_reward_effect = {
|
||||||
|
hidden_effect = {
|
||||||
|
scope:stooge ?= {
|
||||||
|
add_opinion = {
|
||||||
|
target = root
|
||||||
|
opinion = -25
|
||||||
|
modifier = humiliated_opinion
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
scope:stooge.var:humiliated_stooge_counter_var ?= 1
|
||||||
|
}
|
||||||
|
# First time, it's fine
|
||||||
|
send_interface_toast = {
|
||||||
|
type = event_toast_effect_good
|
||||||
|
title = humiliate_the_stooge_decision_tt
|
||||||
|
left_icon = root
|
||||||
|
right_icon = scope:stooge
|
||||||
|
add_stress = major_stress_impact_loss
|
||||||
|
add_dread = minor_dread_gain
|
||||||
|
add_character_modifier = {
|
||||||
|
modifier = stooge_humiliated_modifier
|
||||||
|
years = 2
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
scope:stooge.var:humiliated_stooge_counter_var ?= 2
|
||||||
|
}
|
||||||
|
send_interface_toast = {
|
||||||
|
type = event_toast_effect_good
|
||||||
|
title = humiliate_the_stooge_decision_2_tt
|
||||||
|
left_icon = root
|
||||||
|
right_icon = scope:stooge
|
||||||
|
add_stress = medium_stress_impact_loss
|
||||||
|
add_dread = medium_dread_gain
|
||||||
|
add_character_modifier = {
|
||||||
|
modifier = stooge_humiliated_modifier
|
||||||
|
years = 2
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
scope:stooge.var:humiliated_stooge_counter_var ?= 3
|
||||||
|
}
|
||||||
|
# Third time, crying
|
||||||
|
send_interface_toast = {
|
||||||
|
type = event_toast_effect_good
|
||||||
|
title = humiliate_the_stooge_decision_3_tt
|
||||||
|
left_icon = root
|
||||||
|
right_icon = scope:stooge
|
||||||
|
add_stress = minor_stress_impact_loss
|
||||||
|
add_dread = major_dread_gain
|
||||||
|
add_character_modifier = {
|
||||||
|
modifier = stooge_humiliated_modifier
|
||||||
|
years = 2
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
scope:stooge.var:humiliated_stooge_counter_var ?= 4
|
||||||
|
}
|
||||||
|
# Fourth time, it's over
|
||||||
|
send_interface_toast = {
|
||||||
|
type = event_toast_effect_neutral
|
||||||
|
title = humiliate_the_stooge_decision_4_tt
|
||||||
|
left_icon = root
|
||||||
|
right_icon = scope:stooge
|
||||||
|
add_dread = major_dread_gain
|
||||||
|
add_character_modifier = {
|
||||||
|
modifier = stooge_humiliated_fourth_time_modifier
|
||||||
|
years = 2
|
||||||
|
}
|
||||||
|
remove_courtier_or_guest = scope:stooge
|
||||||
|
scope:stooge = { # They won't join your court
|
||||||
|
set_variable = {
|
||||||
|
name = non_recruitable_var
|
||||||
|
value = root
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
admin_confirmation_vassal_reward_guts_effect = {
|
||||||
|
dynasty ?= { add_dynasty_prestige = minor_dynasty_prestige_gain }
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
scope:confirmation_liege = { is_ai = yes }
|
||||||
|
}
|
||||||
|
reverse_add_opinion = {
|
||||||
|
target = scope:confirmation_liege
|
||||||
|
modifier = respect_opinion
|
||||||
|
opinion = 20
|
||||||
|
}
|
||||||
|
}
|
||||||
|
add_prestige = major_prestige_gain
|
||||||
|
change_influence = major_influence_gain
|
||||||
|
}
|
||||||
202
common/scripted_effects/00_government_effects.txt
Normal file
202
common/scripted_effects/00_government_effects.txt
Normal file
|
|
@ -0,0 +1,202 @@
|
||||||
|
save_old_government_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
government_has_mechanic = administrative
|
||||||
|
}
|
||||||
|
save_scope_value_as = { name = admin value = yes }
|
||||||
|
}
|
||||||
|
government_type ?= { save_scope_as = old_government }
|
||||||
|
}
|
||||||
|
|
||||||
|
assign_tribal_governments_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
has_tgp_dlc_trigger = yes
|
||||||
|
OR = {
|
||||||
|
government_has_flag = government_is_wanua
|
||||||
|
scope:old_government ?= government_type:wanua_government
|
||||||
|
scope:capital_county.title_province ?= {
|
||||||
|
geographical_region = world_asia_southeast_islands
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
change_government = wanua_government
|
||||||
|
}
|
||||||
|
else = {
|
||||||
|
change_government = tribal_government
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
assign_feudal_governments_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
tgp_can_become_japanese_feudal_trigger = yes
|
||||||
|
}
|
||||||
|
change_government = japan_feudal_government
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
ep3_is_clan_inclined_trigger = yes
|
||||||
|
}
|
||||||
|
change_government = clan_government
|
||||||
|
}
|
||||||
|
else = {
|
||||||
|
change_government = feudal_government
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
update_feudal_governments_by_religion_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
faith = { religion_tag = islam_religion }
|
||||||
|
government_has_flag = government_is_feudal
|
||||||
|
}
|
||||||
|
change_government = clan_government
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
ep3_is_clan_inclined_trigger = no
|
||||||
|
government_has_flag = government_is_clan
|
||||||
|
}
|
||||||
|
change_government = feudal_government
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
assign_feudal_governments_by_religion_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
faith = { religion_tag = islam_religion }
|
||||||
|
}
|
||||||
|
change_government = clan_government
|
||||||
|
}
|
||||||
|
else = { change_government = feudal_government }
|
||||||
|
}
|
||||||
|
|
||||||
|
assign_new_government_effect = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
exists = scope:new_capital
|
||||||
|
NOT = { exists = scope:capital_county }
|
||||||
|
}
|
||||||
|
scope:new_capital = { save_scope_as = capital_county }
|
||||||
|
}
|
||||||
|
save_scope_as = new_ruler
|
||||||
|
# Change our government according to the government of our liege.
|
||||||
|
## Nomad.
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
scope:capital_county.title_province = {
|
||||||
|
OR = {
|
||||||
|
has_holding_type = nomad_holding
|
||||||
|
has_holding_type = herder_holding
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
hidden_effect = {
|
||||||
|
every_held_title = {
|
||||||
|
title_tier = county
|
||||||
|
limit = {
|
||||||
|
title_province ?= { has_holding_type = herder_holding }
|
||||||
|
}
|
||||||
|
title_province = { set_holding_type = nomad_holding }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
change_government = nomad_government
|
||||||
|
}
|
||||||
|
## Wanua or Tribal.
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
scope:capital_county.title_province = {
|
||||||
|
has_holding_type = tribal_holding
|
||||||
|
}
|
||||||
|
}
|
||||||
|
assign_tribal_governments_effect = yes
|
||||||
|
}
|
||||||
|
## Mandala.
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
has_mandala_culture_trigger = yes
|
||||||
|
has_mandala_faith_trigger = yes
|
||||||
|
scope:capital_county.title_province = {
|
||||||
|
has_holding_type = temple_citadel_holding
|
||||||
|
}
|
||||||
|
}
|
||||||
|
change_government = mandala_government
|
||||||
|
#Sort out the House shenanigans
|
||||||
|
hidden_effect = {
|
||||||
|
if = {
|
||||||
|
limit = { is_house_head = no }
|
||||||
|
house = {
|
||||||
|
if = {
|
||||||
|
limit = {
|
||||||
|
house_head = {
|
||||||
|
is_landed = no
|
||||||
|
is_courtier_of = scope:new_ruler
|
||||||
|
}
|
||||||
|
}
|
||||||
|
set_house_head = scope:new_ruler
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else = {
|
||||||
|
house ?= {
|
||||||
|
set_house_aspiration = { type = no_aspect }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
OR = {
|
||||||
|
government_has_mechanic = administrative
|
||||||
|
exists = scope:admin
|
||||||
|
}
|
||||||
|
trigger_if = {
|
||||||
|
limit = {
|
||||||
|
independent = no
|
||||||
|
liege = {
|
||||||
|
government_has_mechanic = administrative
|
||||||
|
}
|
||||||
|
}
|
||||||
|
NOR = {
|
||||||
|
has_character_flag = granted_title_government_cooldown
|
||||||
|
prestige_level > 2
|
||||||
|
piety_level > 2
|
||||||
|
AND = {
|
||||||
|
dynasty ?= {
|
||||||
|
dynasty_prestige_level > 2
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
change_to_administrative_effect = yes
|
||||||
|
}
|
||||||
|
# add check for non-playable govs?
|
||||||
|
else_if = {
|
||||||
|
limit = {
|
||||||
|
exists = scope:old_government
|
||||||
|
trigger_if = {
|
||||||
|
limit = {
|
||||||
|
independent = no
|
||||||
|
liege = {
|
||||||
|
government_has_mechanic = administrative
|
||||||
|
}
|
||||||
|
}
|
||||||
|
NOR = {
|
||||||
|
has_character_flag = granted_title_government_cooldown
|
||||||
|
prestige_level > 2
|
||||||
|
piety_level > 2
|
||||||
|
AND = {
|
||||||
|
dynasty ?= {
|
||||||
|
dynasty_prestige_level > 2
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
change_government = scope:old_government
|
||||||
|
}
|
||||||
|
## Else feudal.
|
||||||
|
else = { assign_feudal_governments_effect = yes }
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue