# This effect requires you to input which convert to convert to with GOVERNMENT_TO_ADOPT # If you want it to be dynamic, simply use "flag:dynamic" # Otherwise, set the government you want to adopt convert_to_administrative_from_feudalism_effect = { save_scope_as = administrative_liege switch = { trigger = $GOVERNMENT_TO_ADOPT$ flag:dynamic = { # If we want the selection to be dynamic, save and clear the scope to prevent errors save_scope_value_as = { name = has_selected_a_government value = flag:dynamic } clear_saved_scope = has_selected_a_government } flag:administrative = { # administrative_government / Administrative save_scope_value_as = { name = has_selected_a_government value = flag:administrative } } flag:celestial = { # celestial_government / Celestial save_scope_value_as = { name = has_selected_a_government value = flag:celestial } } flag:meritocratic = { # meritocratic_government / Meritocratic save_scope_value_as = { name = has_selected_a_government value = flag:meritocratic } } flag:japan_administrative = { # japan_administrative_government / Ritsuryo save_scope_value_as = { name = has_selected_a_government value = flag:japan_administrative } } } change_to_administrative_effect = yes #Direct Vassals who fulfill the ep3_vassal_will_become_admin criteria are converted. Vassals above 25 opinion always accept #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. #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. #Human vassals are given a choice to convert or not in the ping event, even if powerful or having very good relation. hidden_effect = { save_scope_as = actor every_powerful_vassal = { #All valid powerful vassals auto convert - their support was required to take the decision. limit = { ep3_vassal_will_become_admin = yes is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (could be Counts, could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes } } } } every_vassal = { limit = { ep3_vassal_will_become_admin = yes trigger_if = { #Dukes and above can say no limit = { primary_title.tier >= tier_duchy is_ai = yes } opinion = { target = scope:administrative_liege value > 25 } } } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (could be Counts, could be Dukes) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (Could be Counts, could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes } } } } every_vassal = { limit = { ep3_vassal_will_become_admin = yes trigger_if = { #Dukes and above can say no limit = { primary_title.tier >= tier_duchy is_ai = yes } opinion = { target = scope:administrative_liege value > 0 } } } random_list = { 10 = { } #10% of the vassals that like us less than 25 but more than 0 still convert. 90 = { save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (could be Counts, could be Dukes) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (Could be Counts, could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes every_vassal = { #Everyone below also converts (could be Barons) limit = { ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops is_ai = yes } save_scope_as = recipient change_to_administrative_effect = yes } } } } } } every_vassal = { limit = { highest_held_title_tier >= tier_duchy house.house_head ?= this government_allows = noble_families NOT = { any_held_title = { is_noble_family_title = yes } } } create_noble_family_effect = { GOVERNMENT_GIVER = this } } } if = { limit = { NOT = { has_character_flag = latin_emp_force_admin_flag } top_liege = this } add_character_modifier = { modifier = first_admin_emperor } } change_influence = admin_convert_influence_value custom_description_no_bullet = { text = vassals_can_become_administrative } custom_tooltip = powerful_vassals_become_administrative custom_tooltip = vassals_become_administrative custom_tooltip = vassals_who_may_switch_to_administrative } convert_to_administrative_from_feudalism_game_start_effect = { if = { limit = { has_dlc_feature = roads_to_power } # Because we run this twice, since folks can change in the lobby. if = { limit = { NOT = { government_has_mechanic = administrative } } change_government = administrative_government create_noble_family_effect = { GOVERNMENT_GIVER = this } add_to_list = estatified_list } every_vassal_or_below = { limit = { highest_held_title_tier >= tier_county OR = { government_has_flag = government_is_feudal government_has_flag = government_is_clan government_has_flag = government_is_tribal } NOR = { faith.religious_head ?= this liege = { faith.religious_head ?= this top_liege != this } AND = { exists = scope:ignore_culture culture = scope:ignore_culture } } } change_to_administrative_effect = yes } } } apply_historic_administrative_game_rule_effect = { # We'll be doing some excessive triggers below in a bid to lightly future-proof + error-spam mods less, don't worry about it. ## We also do player-specific realms separately — we need to know what their realm is so we do it after the lobby exclusively. # Egypt. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_egypt_gameplay_not_administrative } exists = title:k_egypt } if = { limit = { has_game_rule = historicity_extra_admin_egypt_historic_always } title:k_egypt.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # Arabia. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_arabia_gameplay_not_administrative } exists = title:e_arabia } if = { limit = { has_game_rule = historicity_extra_admin_arabia_historic_867 } # Give the Armenians a fighting chance. culture:armenian = { save_scope_as = ignore_culture } title:e_arabia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # Ghana. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_ghana_gameplay_not_administrative } exists = title:k_ghana } if = { limit = { has_game_rule = historicity_extra_admin_ghana_historic_always } title:k_ghana.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # Kabulistan/the Ghaznivids. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_kabulistan_gameplay_not_administrative } exists = title:k_kabulistan } if = { limit = { has_game_rule = historicity_extra_admin_kabulistan_historic_always } title:k_kabulistan.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # Persia. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_persia_gameplay_not_administrative } exists = title:e_persia exists = title:k_persia } if = { limit = { game_start_date = 1178.10.1 has_game_rule = historicity_extra_admin_persia_historic_1178 } title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } else_if = { limit = { has_game_rule = historicity_extra_admin_persia_alt_historic_always } # Independent k_persia. if = { limit = { title:k_persia.holder ?= { top_liege = this } } title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } # Else, the empire. else = { title:e_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } } # Maghreb. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_maghreb_gameplay_not_administrative } exists = title:k_maghreb } if = { limit = { game_start_date >= 1066.9.15 has_game_rule = historicity_extra_admin_maghreb_historic_post_1066 } title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } else_if = { limit = { has_game_rule = historicity_extra_admin_maghreb_alt_historic_always } title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # Tamilakam/the Cholas. if = { limit = { NOT = { has_game_rule = historicity_extra_admin_tamilakam_gameplay_not_administrative } exists = title:k_tamilakam } if = { limit = { game_start_date = 1066.9.15 has_game_rule = historicity_extra_admin_tamilakam_historic_1066 } title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } else_if = { limit = { has_game_rule = historicity_extra_admin_tamilakam_alt_historic_always } title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes } } } # The Carolingians. if = { limit = { 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 }