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No commits in common. "be653737f49535795abb7744b6bcc4076db36e91" and "c62ba0610f3675bc45ae36adb925cda24e21cc14" have entirely different histories.

6 changed files with 25 additions and 31 deletions

View file

@ -8,6 +8,7 @@ palace = {
map_pin_texture = "gfx/interface/icons/map_icons/map_icon_urban.dds"
map_pin_anchor = up
map_pin_lobby = yes
culture_and_faith = yes
move_with_realm_capital = yes
can_move_manually = no

View file

@ -275,7 +275,14 @@
can_title_have = {
OR = {
is_noble_family_title = yes
is_nomad_title = yes
AND = {
is_nomad_title = yes
government_has_flag = government_is_prepublic
}
AND = {
is_nomad_title = yes
government_has_flag = government_is_urepublic
}
}
}
should_show_for_title = { # Never show this in the UI, just apply it through script

View file

@ -3069,7 +3069,7 @@ on_game_start_after_lobby = {
save_scope_as = holder
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
any_held_title = {
is_nomad_title = yes

View file

@ -315,7 +315,7 @@ on_title_gain = {
###########
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
scope:title = {
is_nomad_title = yes
exists = title_domicile
@ -325,7 +325,6 @@ on_title_gain = {
if = {
limit = {
root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
exists = title_domicile
@ -336,7 +335,6 @@ on_title_gain = {
if = {
limit = {
root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = {
is_nomad_title = yes
exists = title_domicile
@ -372,7 +370,7 @@ on_title_gain = {
}
else_if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
exists = var:player_domicile_title
}
root = {
@ -388,7 +386,7 @@ on_title_gain = {
title_domicile = {
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
exists = root.dynasty
scope:previous_holder.dynasty ?= root.dynasty
}
@ -415,7 +413,7 @@ on_title_gain = {
root = {
random_held_title = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
is_nomad_title = yes
exists = title_domicile
NOT = { this = scope:title }
@ -441,7 +439,7 @@ on_title_gain = {
random_held_title = {
limit = {
root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
is_nomad_title = yes
exists = title_domicile
@ -453,7 +451,7 @@ on_title_gain = {
title_domicile = {
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
exists = root.dynasty
scope:previous_holder.dynasty ?= root.dynasty
}
@ -470,7 +468,7 @@ on_title_gain = {
if = {
limit = {
exists = global_var:game_has_started
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
exists = previous_holder
}
@ -478,7 +476,7 @@ on_title_gain = {
if = {
limit = {
root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
OR = {
house.house_head ?= {
this != root

View file

@ -2085,7 +2085,7 @@ yearly_playable_pulse = {
government_has_flag = government_is_nomadic
is_landed = no
liege = { is_ai = yes }
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2124,13 +2124,13 @@ yearly_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
save_scope_as = scoped_ruler
if = {
limit = {
is_ai = yes
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2145,7 +2145,7 @@ yearly_playable_pulse = {
else_if = {
limit = {
is_ai = no
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
change_government = nomad_government
}
@ -2170,7 +2170,7 @@ yearly_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2383,7 +2383,7 @@ three_year_playable_pulse = {
any_held_title = {
is_nomad_title = yes
}
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
}
every_held_title = {
limit = {
@ -2467,7 +2467,7 @@ three_year_playable_pulse = {
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
any_held_title = {
is_nomad_title = yes

View file

@ -204,12 +204,6 @@
building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
building_air_dock_01: "Airship Complex"
building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_02: "Airship Complex"
building_air_dock_02_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_03: "Airship Complex"
building_air_dock_03_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_04: "Airship Complex"
building_air_dock_04_desc: "A Complex at which airships can land, be maintained and manufactured."
air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!"
air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!"
air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
@ -228,12 +222,6 @@
building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
building_chemistry_workshop_01: "Chemical Workshop"
building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_02: "Chemical Workshop"
building_chemistry_workshop_02_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_03: "Chemical Workshop"
building_chemistry_workshop_03_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_04: "Chemical Workshop"
building_chemistry_workshop_04_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!"
chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!"