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22c377b71d
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3f75cf6006
3 changed files with 0 additions and 159 deletions
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@ -738,8 +738,6 @@ peasantrepublic_government = {
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_is_settled
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government_is_settled
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may_elevate_co_monarch
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may_elevate_co_monarch
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government_uses_domain_limit
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government_uses_domain_limit
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@ -825,8 +823,6 @@ urbanrepublic_government = {
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
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flags = {
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flags = {
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government_can_raid_rule
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government_enables_naval_raiding
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government_has_influence
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government_has_influence
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government_is_settled
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government_is_settled
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government_has_treasury
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government_has_treasury
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@ -1,139 +0,0 @@
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#Controls the can_raid rule.
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can_raid_trigger = {
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OR = {
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# Government logic.
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government_has_flag = government_can_raid_rule
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## Admin - Frontier themes
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vassal_contract_has_flag = admin_theme_can_raid
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## Clan - Ghazi
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vassal_contract_has_flag = vassal_contract_allow_raiding
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# Faith Logic.
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faith = { has_doctrine_parameter = faith_can_raid }
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# Dynasty logic.
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dynasty ?= {
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OR = {
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can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yes
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can_raid_dynasty_modifiers_that_enable_raiding_overland_list_trigger = yes
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}
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}
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# House logic.
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house ?= {
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OR = {
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can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yes
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can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = yes
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}
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}
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# Cultural logic.
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## With restrictions.
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AND = {
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can_raid_cultural_parameter_requirements_for_non_tribals_trigger = yes
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culture = {
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OR = {
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has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal
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has_cultural_parameter = culture_can_raid_over_land_even_if_feudal
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}
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}
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}
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## Without restrictions.
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culture = {
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OR = {
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has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal_no_restrictions
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has_cultural_parameter = culture_can_raid_over_land_even_if_feudal_no_restrictions
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}
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}
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# Trait logics.
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## With restrictions.
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AND = {
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can_raid_trait_flag_standard_requirements_trigger = yes
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has_trait_with_flag = trait_enable_raiding_per_standard_restrictions
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}
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## Without restrictions.
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has_trait_with_flag = trait_enable_raiding_without_restrictions
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}
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# Some faiths prohibit this.
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OR = {
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NOR = {
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faith = { has_doctrine_parameter = holy_wars_forbidden }
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government_has_flag = government_is_landless_adventurer
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}
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# But not for Nomads or Wanua
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_wanua
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government_has_flag = government_is_urepublic
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government_has_flag = government_is_prepublic
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}
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is_landed = yes
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}
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# Here so that you can plug in whatever dynasty modifiers you want without overwriting the whole scripted rule trigger.
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can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = {
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# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
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has_dynasty_modifier = fp1_legacy_of_piracy_modifier
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}
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can_raid_dynasty_modifiers_that_enable_raiding_overland_list_trigger = {
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OR = {
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# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
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# Always = no because we have no vanilla use-case atm — the assumption is that modders'll overwrite it.
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always = no
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}
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}
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# Here so that you can plug in whatever house modifiers you want without overwriting the whole scripted rule trigger.
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can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = {
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OR = {
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# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
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# Always = no because we have no vanilla use-case atm — the assumption is that modders'll overwrite it.
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always = no
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}
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}
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can_raid_house_modifiers_that_enable_raiding_overland_list_trigger = {
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OR = {
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# Yes, I realise the OR is redundant till someone else puts something in here. Shoosh.
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# Always = no because we have no vanilla use-case atm — the assumption is that modders'll overwrite it.
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always = no
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}
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}
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# Here so that you can tweak the rules on how non-tribals raid via CulTrad without overriding the whole scripted rule trigger.
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can_raid_cultural_parameter_requirements_for_non_tribals_trigger = {
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OR = {
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highest_held_title_tier <= tier_duchy
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realm_size <= minor_realm_size
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}
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}
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# Here so that you can tweak the rules on which innovations allow raiding without overriding the whole scripted rule trigger.
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can_ran_raid_overseas_cultural_innovations_trigger = {
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OR = {
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has_innovation = innovation_longboats
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has_innovation = innovation_african_canoes
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}
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}
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# Here so that you can tweak the rules on characters with a trait that lets them raid under certain circumstances raid without overriding the whole scripted rule trigger.
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can_raid_trait_flag_standard_requirements_trigger = {
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# We don't use this in vanilla, so we don't have any actual requirements atm.
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always = yes
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}
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can_raid_across_water_trigger = {
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OR = {
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# Culture logic.
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culture = {
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OR = {
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can_ran_raid_overseas_cultural_innovations_trigger = yes
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has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal
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has_cultural_parameter = culture_can_raid_at_sea_even_if_feudal_no_restrictions
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}
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}
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# Dynasty logic.
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dynasty ?= { can_raid_dynasty_modifiers_that_enable_raiding_overseas_list_trigger = yes }
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# House logic.
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house ?= { can_raid_house_modifiers_that_enable_raiding_overseas_list_trigger = yes }
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# Can raid overseas by government rules
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government_has_flag = government_enables_naval_raiding
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#Is Hereward.
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has_trait = the_wake
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}
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}
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@ -1,16 +0,0 @@
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should_show_tutorial_alert = {
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OR= {
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can_start_tutorial_lesson = $LESSON$
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is_tutorial_lesson_active = $LESSON$
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}
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}
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valid_raid_target_trigger = {
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NOR = {
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has_raid_immunity_against = root
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is_allied_to = root
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has_truce = root
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target_is_vassal_or_below = root
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top_liege = root.top_liege
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}
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}
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