#As a tribe, if I reform, what government will I get? GetTribalReformGovernment = { type = character text = { trigger = { ep3_is_clan_inclined_trigger = yes } localization_key = tribal_reform_clan } text = { trigger = { ep3_is_clan_inclined_trigger = no } localization_key = tribal_reform_feudal } } #What type of authority do I use? GetGovernmentAuthority = { type = character text = { trigger = { government_has_flag = government_is_administrative } localization_key = government_authority_administrative } text = { trigger = { government_has_flag = government_is_tribal } localization_key = government_authority_tribe } text = { trigger = { always = no } localization_key = government_authority_crown fallback = yes } } GetChamber = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = tent } text = { trigger = { always = no } localization_key = chamber fallback = yes } } GetChamberPlural = { type = character parent = GetChamber suffix = _plural } GetChambersOrTent = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = tent } text = { trigger = { always = no } localization_key = chamber_plural fallback = yes } } GetRoom = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = tent } text = { trigger = { always = no } localization_key = room fallback = yes } } GetRoomPlural = { type = character parent = GetRoom suffix = _plural } GetCourtyard = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = camp } text = { trigger = { always = no } localization_key = courtyard_location fallback = yes } } ## Court GetCourt = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = camp } text = { trigger = { always = no } localization_key = court fallback = yes } } GetCourtConcept = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = CAMP } text = { trigger = { always = no } localization_key = COURT_CONCEPT fallback = yes } } GetCourtierGendered = { type = character text = { trigger = { liege ?= { has_government = landless_adventurer_government } is_female = yes } localization_key = follower_female } text = { trigger = { liege ?= { has_government = landless_adventurer_government } is_male = yes } localization_key = follower_male } text = { trigger = { liege ?= { is_landless_adventurer = no } is_female = yes } localization_key = relation_courtier_female } text = { trigger = { liege ?= { is_landless_adventurer = no } is_male = yes } localization_key = relation_courtier_male } } GetCourtier = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = follower } text = { trigger = { always = no } localization_key = courtier fallback = yes } } GetCourtierPlural = { type = character parent = GetCourtier suffix = _plural } GetCourtierConcept = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = FOLLOWER } text = { trigger = { always = no } localization_key = COURTIER fallback = yes } } GetCourtierConceptPlural = { type = character parent = GetCourtierConcept suffix = _PLURAL } GetSubject = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = follower } text = { trigger = { always = no } localization_key = subject fallback = yes } } GetSubjectPlural = { type = character parent = GetSubject suffix = _plural } GetSuccessionHeirMotion = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = succession_heir_leader } text = { trigger = { always = no } localization_key = succession_heir_throne fallback = yes } } GetDungeon = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = stockade } text = { trigger = { always = no } localization_key = dungeon fallback = yes } } GetDungeonPlural = { type = character parent = GetDungeon suffix = _plural } GetDungeonConcept = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = STOCKADE_CONCEPT } text = { trigger = { always = no } localization_key = DUNGEON_CONCEPT fallback = yes } } GetDungeonConceptPlural = { type = character parent = GetDungeonConcept suffix = _plural } GetRealmOrDomicile = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = game_concept_camp } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_governor = yes } trigger_else = { liege ?= { is_governor = yes } } } localization_key = game_concept_estate } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_landless_administrative = yes } trigger_else = { liege ?= { is_landless_administrative = yes } } } localization_key = game_concept_governorship } text = { trigger = { always = no } localization_key = realm fallback = yes } } GetRealmOrDomicileTooltip = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_nomad = yes } trigger_else = { liege ?= { is_nomad = yes } } } localization_key = NOMAD } text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = ADVENTURER } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_landless_administrative = yes } trigger_else = { liege ?= { is_landless_administrative = yes } } } localization_key = NOBLE_FAMILY } text = { trigger = { trigger_if = { limit = { is_ruler = yes } primary_title = { is_holy_order = yes } } trigger_else = { liege.primary_title ?= { is_holy_order = yes } } } localization_key = CV_REALM_TYPE_HOLY_ORDER } text = { trigger = { trigger_if = { limit = { is_ruler = yes } primary_title = { is_mercenary_company = yes } } trigger_else = { liege.primary_title ?= { is_mercenary_company = yes } } } localization_key = CV_REALM_TYPE_MERCENARY } text = { trigger = { trigger_if = { limit = { is_ruler = yes } this = faith.religious_head is_landed = no } trigger_else = { liege ?= faith.religious_head } } localization_key = CV_REALM_TYPE_HOF } text = { trigger = { trigger_if = { limit = { is_ruler = yes } this = faith.religious_head is_landed = yes } trigger_else = { liege ?= faith.religious_head } } localization_key = CV_REALM_TYPE_HOF_LANDED } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_governor = yes } trigger_else = { liege ?= { is_governor = yes } } } localization_key = GOVERNORSHIP_TOOLTIP } text = { trigger = { trigger_if = { limit = { is_ruler = yes } top_liege != this } trigger_else = { liege ?= { top_liege != this } } } localization_key = VASSAL_TOOLTIP } text = { trigger = { always = no } localization_key = REALM_TOOLTIP fallback = yes } } GetRealmOrDomicileConcept = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = CAMP } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_landless_administrative = yes } trigger_else = { liege ?= { is_landless_administrative = yes } } } localization_key = ESTATE } text = { trigger = { trigger_if = { limit = { is_ruler = yes } is_governor = yes } trigger_else = { liege ?= { is_governor = yes } } } localization_key = GOVERNORSHIP } text = { trigger = { always = no } localization_key = activity_filter_realm fallback = yes } } GetCourtPosition = { type = character text = { trigger = { is_landed = no } localization_key = game_concept_officer } text = { trigger = { always = no } localization_key = game_concept_court_position fallback = yes } } GetCourtPositionPlural = { type = character text = { trigger = { is_landed = no } localization_key = game_concept_officers } text = { trigger = { always = no } localization_key = game_concept_court_positions fallback = yes } } GetCourtPositionConceptPlural = { type = character text = { trigger = { is_landed = no } localization_key = OFFICER_PLURAL } text = { trigger = { always = no } localization_key = COURT_POSITION_PLURAL fallback = yes } } GetCourtOrOfficerPositionConceptPlural = { type = character text = { trigger = { is_landed = no } localization_key = officer_positions } text = { trigger = { always = no } localization_key = COURT_POSITION_PLURAL fallback = yes } } GetCourtOwnerConcept = { type = character text = { trigger = { is_landed = no } localization_key = ADVENTURER } text = { trigger = { always = no } localization_key = LIEGE fallback = yes } } GetCourtOwner = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = court_owner_adventurer } text = { trigger = { always = no } localization_key = court_owner_liege fallback = yes } } GetValidKnightsHeader = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = KNIGHTS_SUBHEADER_LANDLESS_ADVENTURER } text = { trigger = { always = no } localization_key = KNIGHTS_SUBHEADER fallback = yes } } GetDoor = { type = character text = { trigger = { trigger_if = { limit = { is_ruler = yes } has_government = landless_adventurer_government } trigger_else = { liege ?= { has_government = landless_adventurer_government } } } localization_key = tent_flap } text = { trigger = { always = no } localization_key = door fallback = yes } } GetHuntDesc = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = activity_hunt_desc_adventurer } text = { trigger = { always = no } localization_key = activity_hunt_desc_regular fallback = yes } } GetHuntMasterDesc = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = activity_huntmaster_desc_adventurer } text = { trigger = { always = no } localization_key = activity_huntmaster_desc_regular fallback = yes } } GetHuntMasterTooltipDesc = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = activity_huntmaster_tooltip_desc_adventurer } text = { trigger = { always = no } localization_key = activity_huntmaster_tooltip_desc_regular fallback = yes } } GetServants = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = followers_adventurer } text = { trigger = { always = no } localization_key = servants_desc_regular fallback = yes } } GetFollowerOrVassal = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = follower } text = { trigger = { always = no } localization_key = vassal fallback = yes } } GetFollowerOrVassalPlural = { type = character parent = GetFollowerOrVassal suffix = _plural } GetGameKeepers = { type = character text = { trigger = { has_government = landless_adventurer_government } localization_key = flushers_adventurer } text = { trigger = { government_has_flag = government_is_nomadic } localization_key = gamekeepers_nomadic } text = { trigger = { always = no } localization_key = gamekeepers_regular fallback = yes } } GetDoorPlural = { type = character parent = GetDoor suffix = _plural } GetGovernmentIcon = { type = character text = { # Holy Order trigger = { trigger_if = { limit = { is_alive = no } has_government = holy_order_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } primary_title ?= { is_holy_order = yes } } trigger_else = { liege.primary_title ?= { is_holy_order = yes } } } } localization_key = holy_order_icon_concept } text = { # Mercenary trigger = { trigger_if = { limit = { is_alive = no } has_government = mercenary_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } primary_title = { is_mercenary_company = yes } } trigger_else = { liege.primary_title ?= { is_mercenary_company = yes } } } } localization_key = mercenary_icon_concept } text = { # Adventurer trigger = { trigger_if = { limit = { is_alive = no } has_government = landless_adventurer_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_landless_adventurer } trigger_else = { liege ?= { government_has_flag = government_is_landless_adventurer } } } } localization_key = adventurer_icon_concept } text = { # Republic trigger = { trigger_if = { limit = { is_alive = no } has_government = landless_minority_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_landless_minority } trigger_else = { liege ?= { government_has_flag = government_is_landless_minority } } } } localization_key = minority_community_icon_concept } text = { # Nomad trigger = { trigger_if = { limit = { is_alive = no } has_government = nomad_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_nomadic } trigger_else = { liege ?= { government_has_flag = government_is_nomadic } } } } localization_key = nomadic_icon_concept } text = { # Herder trigger = { trigger_if = { limit = { is_alive = no } has_government = herder_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } has_government = herder_government } trigger_else = { liege ?= { has_government = herder_government } } } } localization_key = herder_icon_concept } text = { # Celestial trigger = { trigger_if = { limit = { is_alive = no } has_government = celestial_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_celestial } trigger_else = { liege ?= { government_has_flag = government_is_celestial } } } } localization_key = celestial_icon_concept } text = { # Mandala trigger = { trigger_if = { limit = { is_alive = no } has_government = mandala_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_mandala } trigger_else = { liege ?= { government_has_flag = government_is_mandala } } } } localization_key = mandala_icon_concept } text = { # Maritime Tribal trigger = { trigger_if = { limit = { is_alive = no } has_government = wanua_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_wanua } trigger_else = { liege ?= { government_has_flag = government_is_wanua } } } } localization_key = wanua_icon_concept } text = { # Meritocratic trigger = { trigger_if = { limit = { is_alive = no } has_government = meritocratic_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_meritocratic } trigger_else = { liege ?= { government_has_flag = government_is_meritocratic } } } } localization_key = meritocratic_icon_concept } text = { # Tribal trigger = { trigger_if = { limit = { is_alive = no } has_government = tribal_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_tribal NOT = { government_has_flag = government_is_wanua } } trigger_else = { liege ?= { government_has_flag = government_is_tribal NOT = { government_has_flag = government_is_wanua } } } } } localization_key = tribal_icon_concept } text = { # Clan trigger = { trigger_if = { limit = { is_alive = no } has_government = clan_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_clan } trigger_else = { liege ?= { government_has_flag = government_is_clan } } } } localization_key = clan_icon_concept } text = { # Japanese Admin trigger = { trigger_if = { limit = { is_alive = no } has_government = japan_administrative_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } has_government = japan_administrative_government } trigger_else = { liege ?= { has_government = japan_administrative_government } } } } localization_key = japan_administrative_icon_concept } text = { # Admin trigger = { trigger_if = { limit = { is_alive = no } has_government = administrative_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_administrative } trigger_else = { liege ?= { government_has_flag = government_is_administrative } } } } localization_key = administrative_icon_concept } text = { # Republic trigger = { trigger_if = { limit = { is_alive = no } has_government = republic_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_republic } trigger_else = { liege ?= { government_has_flag = government_is_republic } } } } localization_key = republic_icon_concept } text = { # Republic trigger = { trigger_if = { limit = { is_alive = no } has_government = peasantrepublic_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_prepublic } trigger_else = { liege ?= { government_has_flag = government_is_prepublic } } } } localization_key = peasantrepublic_icon_concept } text = { # Republic trigger = { trigger_if = { limit = { is_alive = no } has_government = urbanrepublic_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_urepublic } trigger_else = { liege ?= { government_has_flag = government_is_urepublic } } } } localization_key = urbanrepublic_icon_concept } text = { # Theocracy trigger = { trigger_if = { limit = { is_alive = no } has_government = theocracy_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } government_has_flag = government_is_theocracy } trigger_else = { liege ?= { government_has_flag = government_is_theocracy } } } } localization_key = theocracy_icon_concept } text = { # Japanese Feudal trigger = { trigger_if = { limit = { is_alive = no } has_government = japan_feudal_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } has_government = japan_feudal_government } trigger_else = { liege ?= { has_government = japan_feudal_government } } } } localization_key = japan_feudal_icon_concept } text = { # Steppe Admin trigger = { trigger_if = { limit = { is_alive = no } has_government = steppe_admin_government } trigger_else = { trigger_if = { limit = { is_ruler = yes } has_government = steppe_admin_government } trigger_else = { liege ?= { has_government = steppe_admin_government } } } } localization_key = steppe_admin_icon_concept } text = { # Feudal trigger = { always = no } localization_key = feudal_icon_concept fallback = yes } } GetTribalFeudal = { type = character text = { trigger = { government_has_flag = government_is_tribal } localization_key = tribal_government } text = { localization_key = feudal_government } }