# Empty scope on_game_start = { events = { # fp1_scandinavian_adventurers.0004 # FP1 - Organise Norse adventurers. # fp1_scandinavian_adventurers.0011 # FP1 - Corral famous Norse adventurers that haven't done much yet. # fp1_scandinavian_adventurers.0021 # FP1 - Mark game-start prioritised adventurers. #Guaranteed historical artifacts fixed spawning debug_portraits.1 # Debug portraits for animation testing # easteregg_event.0001 # Charna and Jakub duel. } effect = { ##NEOW if = { limit = { government_allows = administrative is_house_head = yes trigger_if = { # This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can limit = { government_has_flag = government_has_county_tier_noble_families } highest_held_title_tier >= tier_county } trigger_else = { highest_held_title_tier >= tier_duchy } NOR = { any_held_title = { is_noble_family_title = yes } house = { any_house_member = { any_held_title = { is_noble_family_title = yes } } } } } create_noble_family_effect = { GOVERNMENT_GIVER = this } domicile ?= { set_up_domicile_estate_effect = yes } } every_religion_global = { every_faith = { limit = { has_doctrine_parameter = holy_order_head_of_faith } save_scope_as = holy_order_faith ordered_holy_site = { limit = { title_province.faith = { has_doctrine_parameter = holy_order_head_of_faith } title_province.faith = scope:holy_order_faith } #position = 1 title_province.county = { if = { limit = { #any_county_province = { has_holding = no } holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith } } # holder = { # trigger_event = { id = N3OW_holy_order.0001 } # } } } } } } #Dynamic Titles character:benelux_oranje_nassau_weilburg_guillem = { if = { limit = { is_alive = yes } trigger_event = NEOW_dynamic_titles.0005 trigger_event = NEOW_dynamic_titles.0009 title:e_benelux = { set_coa = e_lotharingia } } } #title:d_piedmonte.holder = { # create_confederation = { # name = holy_lombard_league # } # scope:new_confederation = { # add_confederation_member = title:c_lombardia.holder # add_confederation_member = title:c_cuneo.holder # add_confederation_member = title:c_monferrato.holder # } #} title:d_york.holder = { create_confederation = { name = anglian_league } scope:new_confederation = { add_confederation_member = title:d_norfolk.holder add_confederation_member = title:d_lincoln.holder add_confederation_member = title:d_lothian.holder add_confederation_member = title:d_northumberland.holder } } title:d_volgograd.holder = { trigger_event = { id = NEOW_dynamic_titles.1000 } } #title:k_ireland.holder = { # create_confederation = { # name = sinn_fein # } # scope:new_confederation = { # add_confederation_member = title:k_ireland.holder # add_confederation_member = title:d_patriarch_dublin.holder # } #} title:c_frankfurt.holder = { create_confederation = { name = rhine_confederacy } scope:new_confederation = { add_confederation_member = title:d_palatinate.holder add_confederation_member = title:d_trier.holder } } set_global_variable = { name = is_game_start_date days = 1 } # Chinese Song-fashion if = { limit = { current_date >= 960.1.1 } set_global_variable = { name = chinese_fashion_change value = 1 } } #Epidemics 10 years grace set_global_variable = { name = start_epidemic_grace value = yes years = 10 } #Rabbene Gershom outlaws polygamy if = { limit = { current_date >= 1000.1.1 } religion:judaism_religion = { every_faith = { limit = { has_doctrine = temple_authority_rabbinic_doctrine } remove_doctrine = doctrine_polygamy add_doctrine = doctrine_monogamy } } } ### Britania SETUP ### title:d_normandy.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_ile_de_france.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_channel_islands.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 5 } set_subject_contract_modification_blocked = no } title:d_galloway.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_strathclyde.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_cumbria.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_deheubarth.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_nottingham.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } title:d_canterbury.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 5 } set_subject_contract_modification_blocked = no } title:d_buckingham.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 4 } set_subject_contract_modification_blocked = no } title:d_somerset.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 2 } set_subject_contract_modification_blocked = no } title:d_leicester.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 2 } set_subject_contract_modification_blocked = no } title:d_cornwall.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_solent.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 5 } set_subject_contract_modification_blocked = no } title:d_hereford.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_bedford.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_black_country.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_gwent.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_gwynedd.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_lancaster.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_southern_corsica.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_north_corsica.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 5 } set_subject_contract_modification_blocked = no } title:d_palermo.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 1 } set_subject_contract_modification_blocked = no } title:d_siracusa.holder ?= { vassal_contract_set_obligation_level = { type = administrative_themes level = 3 } set_subject_contract_modification_blocked = no } #title:e_arabia.holder ?= { # every_vassal = { # limit = { # government_has_flag = government_is_feudal # vassal_contract_has_modifiable_obligations = yes # faith = faith:armenian_apostolic # } # vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 3 } # vassal_contract_set_obligation_level = { type = feudal_government_levies level = 2 } # vassal_contract_set_obligation_level = { type = jizya_special_rights level = 1 } # set_subject_contract_modification_blocked = no # } #} ### CORONATION LOCATION SETUP ### if = { limit = { current_date >= 1066.1.1 has_dlc_feature = coronations } # London (England) province:1527 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Aachen (Germany) province:2092 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Reims (France) province:2390 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Rome (Italy) province:2575 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Milan (Italy) province:2482 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Gniezno (Poland) province:4905 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Szekesfehervar (Hungary) province:3805 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Scone Abbey, Gowrie (Scotland) province:1741 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Byzantium (Byzantines) province:496 = { add_province_modifier = coronation_long_tradition_modifier set_variable = { name = coronation_tradition_location value = 10 } } # Mahdiya (Africa) province:4578 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Cairo (Egypt) province:6042 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Damascus (Syria) province:5924 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Baghdad (Mesopotamia) province:4828 = { add_province_modifier = coronation_long_tradition_modifier set_variable = { name = coronation_tradition_location value = 10 } } # Rayy (Persia) province:4319 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Ghazna (Kabulistan) province:4500 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Lahur (Punjab) province:1362 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Samarkand (Transoxiana) province:4404 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Bukhara (Transoxiana) province:4394 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Medina (Arabia) province:6212 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Kutaisi (Georgia) province:601 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } } if = { limit = { current_date >= 1178.1.1 has_dlc_feature = coronations } # Marrakesh (Maghreb) province:4718 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } # Karakorum (Mongolia) province:1457 = { add_province_modifier = coronation_tradition_modifier set_variable = { name = coronation_tradition_location value = 5 } } } ### Every nomad and herder in the Steppe Region becomes tribal if DLC not enabled, pre-lobby history setup ### if = { limit = { has_mpo_dlc_trigger = no } # Change Nomad and Herder Holdings to Tribal Holdings for Tribals every_province = { limit = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } set_holding_type = tribal_holding if = { limit = { county.holder.capital_province ?= this } county.holder ?= { if = { limit = { NOT = { has_government = tribal_government } } change_government = tribal_government } } } } } every_religion_global = { every_faith = { limit = { has_doctrine_parameter = holy_order_head_of_faith } save_scope_as = holy_order_faith ordered_holy_site = { limit = { title_province.faith = { has_doctrine_parameter = holy_order_head_of_faith } title_province.faith = scope:holy_order_faith } #position = 1 title_province.county = { if = { limit = { #any_county_province = { has_holding = no } holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith } } # holder = { # trigger_event = { id = N3OW_holy_order.0001 } # } } } } } } # To prevent the Season Changes event from triggering on game start situation:the_great_steppe ?= { every_participant_group = { every_situation_group_participant = { set_variable = { name = steppe_game_start_var years = 1 } } } } #CP3 Special Buildings - Goes Before Holy Sites if = { limit = { has_cp3_dlc_trigger = yes } title:b_barcelona.title_province = { add_special_building_slot = drassanes_01 } #1892 title:b_merv.title_province = { add_special_building = kyz_kala_01 } #4238 if = { limit = { game_start_date >= 1178.10.1 } title:b_cluny.title_province = { add_special_building = cluny_abbey_02 } } #2304 else_if = { limit = { game_start_date >= 1066.9.15 } title:b_cluny.title_province = { add_special_building = cluny_abbey_01 } } else = { title:b_cluny.title_province = { add_special_building_slot = cluny_abbey_01 } } title:b_york.title_province = { add_special_building = york_walls_01 } #1595 title:b_damascus.title_province = { add_special_building = damascus_mosque_01 } #5924 title:b_lhasa.title_province = { add_special_building = jokhang_01 } #9237 if = { limit = { game_start_date >= 1178.10.1 } title:b_schmalkalden.title_province = { add_special_building = wartburg_01 } } #3010 else = { title:b_schmalkalden.title_province = { add_special_building_slot = wartburg_01 } } title:b_lalibela.title_province = { add_special_building_slot = beta_giyorgis_01 } #8301 if = { limit = { game_start_date >= 1066.9.15 } title:b_novgorod.title_province = { add_special_building = holy_wisdom_01 } } #5137 else = { title:b_novgorod.title_province = { add_special_building_slot = holy_wisdom_01 } } title:b_kano.title_province = { add_special_building_slot = kano_walls_01 } #6519 title:b_somapur.title_province = { add_special_building = somapura_university_01 } #848 if = { limit = { game_start_date >= 1178.10.1 } title:b_firenze.title_province = { add_special_building = duomo_florence_02 } } #2543 else = { title:b_firenze.title_province = { add_special_building = duomo_florence_01 } } title:b_konarak.title_province = { add_special_building_slot = konark_temple_01 } #928 title:b_fes.title_province = { add_special_building = al_qarawiyyin_university_01 } #4694 title:b_kairouan.title_province = { add_special_building = kairouan_basins_01 } #4594 title:b_al-ghaba.title_province = { add_special_building = ghana_palace_01 } #6628 #NOTE: likely existed since the 8th, but earliest (only) source on palace is from 1068 title:b_visegrad_hun.title_province = { add_special_building_slot = visegrad_castle_01 } #3803 if = { limit = { game_start_date >= 1161.9.15 } title:b_leczyca.title_province = { add_special_building = wawel_cathedral_01 } } #4924 #Date of consecreation of Archcollegiate Church of St. Mary and St. Alexius in Tum else = { title:b_leczyca.title_province = { add_special_building_slot = wawel_cathedral_01 } } title:b_vatapi.title_province = { add_special_building = vatapi_caves_01 } #1198 if = { limit = { game_start_date >= 1178.10.1 } title:b_jaisalmer.title_province = { add_special_building = jaisalmer_fort_01 } } #3387 else = { title:b_jaisalmer.title_province = { add_special_building_slot = jaisalmer_fort_01 } } #3387 } ### RELIGIOUS THINGS ### # Set up Holy Site Buildings to be buildable in Holy Sites religion:islam_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_mosque_01 } } } } religion:eastern_orthodox_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_cathedral_01 } } } } religion:catholic_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_cathedral_01 } } } } religion:protestant_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_cathedral_01 } } } } religion:zoroastrianism_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_fire_temple_01 } } } } religion:buddhism_religion = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_buddhist_grand_temple_01 } } } } # religion:shintoism_religion = { # every_faith = { # every_holy_site = { # limit = { # title_province = { # has_special_building_slot = no # } # } # title_province = { # add_special_building_slot = holy_site_japanese_temple_01 # } # } # } # } # religion:taoism_religion = { # every_faith = { # every_holy_site = { # limit = { # title_province = { # has_special_building_slot = no # } # } # title_province = { # add_special_building_slot = holy_site_chinese_temple_01 # } # } # } # } # religion:confucianism_religion = { # every_faith = { # every_holy_site = { # limit = { # title_province = { # has_special_building_slot = no # } # } # title_province = { # add_special_building_slot = holy_site_chinese_temple_01 # } # } # } # } # every_religion_global = { # limit = { # OR = { # this = religion:hinduism_religion # this = religion:jainism_religion # this = religion:tani_religion # this = religion:bon_religion # } # } # every_faith = { # every_holy_site = { # limit = { # title_province = { # has_special_building_slot = no # } # } # title_province = { # add_special_building_slot = holy_site_indian_grand_temple_01 # } # } # } # } # every_religion_global = { # limit = { # OR = { # this = religion:satsana_phi_religion # this = religion:dayawism_religion # this = religion:hantuism_religion # this = religion:satsana_phi_religion # this = religion:kaharingan_religion # this = religion:tolotang_religion # this = religion:aluk_religion # this = religion:dab_qhuas_religion # this = religion:biliku_religion # } # } # every_faith = { # every_holy_site = { # limit = { # title_province = { # has_special_building_slot = no # } # } # title_province = { # add_special_building_slot = holy_site_se_asia_pagan_temple_01 # } # } # } # } every_religion_global = { limit = { is_in_family = rf_pagan } every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_pagan_grand_temple_01 } } } } every_religion_global = { every_faith = { every_holy_site = { limit = { title_province = { has_special_building_slot = no } } title_province = { add_special_building_slot = holy_site_other_grand_temple_01 } } } } # # If your capital on game start is Mecca, you get the Hajjaj trait (since you can't Hajj to your capital) # title:b_makka.county.holder = { # if = { # limit = { # faith = { has_doctrine_parameter = mandatory_hajj } # NOT = { has_trait = hajjaj } # } # # Have some Hajjaj # add_trait = hajjaj # } # } # # Pagans that start pre-reformed # ## Bon has already been reformed into new bon. # faith:old_bon = { # set_variable = { name = has_been_reformed } # } # # # Mark some faiths to block conversion till specific decisions are taken. # faith:basque_pagan = { # set_variable = { name = block_conversion_till_decision_taken } # } # faith:adoptionist = { # set_variable = { name = block_conversion_till_nebulous_circumstances } # } # # Kuzarite cannot be reformed under normal circumstances # faith:kabarism = { # set_variable = { name = block_reformation_var } # } # # ### GAME RULE: EXTRA ADMINS # apply_historic_administrative_game_rule_effect = yes # # ### 1178 CRUSADE SETUP ### # if = { # limit = { # game_start_date >= 1178.10.1 # } # religion:islam_religion = { # set_variable = { # name = variable_ghw_unlocked # value = yes # } # } # religion:christianity_religion = { # set_variable = { # name = variable_ghw_unlocked # value = yes # } # } # set_global_variable = { # name = had_first_catholic_crusade # value = yes # } # } # if = { # limit = { # game_start_date >= 1178.10.1 # } # character:st_amand_1 = { # save_scope_as = leader # } # character:223523 = { # save_scope_as = founder # } # title:b_saida = { # save_scope_as = barony # } # create_holy_order_neutral_effect = { # LEADER = scope:leader # CAPITAL = scope:barony # NEW_HO_SCOPE = new_holy_order # FOUNDER = scope:founder # } # } # if = { # limit = { # game_start_date >= 1178.10.1 # } # character:231000 = { # save_scope_as = leader_1 # } # character:223523 = { # save_scope_as = founder_1 # } # title:b_hebron = { # save_scope_as = barony_1 # } # create_holy_order_neutral_effect = { # LEADER = scope:leader_1 # CAPITAL = scope:barony_1 # NEW_HO_SCOPE = new_holy_order # FOUNDER = scope:founder_1 # } # } # ### UNIVERSITIES ### title:b_fes.title_province = { if = { limit = { has_special_building_slot = no #Depends on DLC } add_special_building_slot = generic_university } } title:b_somapur.title_province = { if = { limit = { has_special_building_slot = no #Depends on DLC } add_special_building_slot = generic_university } } #title:b_bologna.title_province = { add_special_building_slot = generic_university } # Added in province history title:b_salamanca.title_province = { add_special_building_slot = generic_university } title:b_madrid.title_province = { add_special_building_slot = generic_university } #title:b_oxford.title_province = { add_special_building_slot = generic_university } # Added in province history title:b_cambridge.title_province = { add_special_building_slot = generic_university } title:b_padua.title_province = { add_special_building_slot = generic_university } title:b_coimbra.title_province = { add_special_building_slot = generic_university } title:b_napoli.title_province = { add_special_building_slot = generic_university } title:b_milano.title_province = { add_special_building_slot = generic_university } title:b_vienna.title_province = { add_special_building_slot = generic_university } title:b_praha.title_province = { add_special_building_slot = generic_university } title:b_perugia.title_province = { add_special_building_slot = generic_university } title:b_malappuram.title_province = { add_special_building_slot = generic_university } title:b_janakpur.title_province = { add_special_building_slot = generic_university } title:b_uppsala.title_province = { add_special_building_slot = generic_university } title:b_montlhery.title_province = { add_special_building_slot = generic_university } # Technically should be Paris, but that's occupied by Notre Dame title:b_qartajana.title_province = { add_special_building_slot = generic_university } # Technically should be Tunis, but that's occupied by a cathedral title:b_wazwan.title_province = { add_special_building_slot = generic_university } # Technically should be Isfahan, but that's occupied by the Friday Mosque title:b_sarsar.title_province = { add_special_building_slot = generic_university } # Technically should be Baghdad, but that's occupied by the House of Wisdom title:b_speyer.title_province = { add_special_building_slot = generic_university } # 1350ish, should be in Heidelberg but that's a church title:b_krakow.title_province = { add_special_building_slot = generic_university } # 1364 title:b_pisa.title_province = { add_special_building_slot = generic_university } # 1350ish title:b_rostock.title_province = { add_special_building_slot = generic_university } # 1400ish title:b_turin.title_province = { add_special_building_slot = generic_university } # 1400ish title:b_ferrara.title_province = { add_special_building_slot = generic_university } # 1400ish title:b_leipzig.title_province = { add_special_building_slot = generic_university } # 1400ish, a city holding title:b_messina.title_province = { add_special_building_slot = generic_university } # 1400ish, should be in Catania but that's a church if = { limit = { has_cp3_dlc_trigger = yes } title:b_sitges.title_province = { add_special_building_slot = generic_university } # Should be Barcelona but that location has another building now } else = { title:b_barcelona.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build } title:b_dumbarton.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build title:b_bidar.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build title:b_changsha.title_province = { add_special_building_slot = generic_university } ### GREAT WALL OF CHINA ### # title:b_wulan.title_province = { add_great_building = the_great_wall_01 } # title:b_fengan.title_province = { add_great_building = the_great_wall_01 } # title:b_mingsha.title_province = { add_great_building = the_great_wall_01 } # title:b_yaode.title_province = { add_great_building = the_great_wall_01 } # title:b_huile.title_province = { add_great_building = the_great_wall_01 } # title:b_baojing.title_province = { add_great_building = the_great_wall_01 } # title:b_huaiyuan.title_province = { add_great_building = the_great_wall_01 } # title:b_shengwei.title_province = { add_great_building = the_great_wall_01 } # title:b_hequ.title_province = { add_great_building = the_great_wall_01 } # title:b_helan.title_province = { add_great_building = the_great_wall_01 } # title:b_dengkou.title_province = { add_great_building = the_great_wall_01 } # title:b_wuluhai.title_province = { add_great_building = the_great_wall_01 } # title:b_yongfeng.title_province = { add_great_building = the_great_wall_01 } # title:b_jiuyuan.title_province = { add_great_building = the_great_wall_01 } # title:b_tiande.title_province = { add_great_building = the_great_wall_01 } # # title:b_jincheng.title_province = { add_great_building = the_great_wall_02 } # title:b_huichuan.title_province = { add_great_building = the_great_wall_02 } # title:b_huairong_2.title_province = { add_great_building = the_great_wall_02 } # title:b_pinggao.title_province = { add_great_building = the_great_wall_02 } # title:b_huaide.title_province = { add_great_building = the_great_wall_02 } # title:b_fangqu.title_province = { add_great_building = the_great_wall_02 } # title:b_huaian_2.title_province = { add_great_building = the_great_wall_02 } # title:b_luoyuan.title_province = { add_great_building = the_great_wall_02 } # title:b_hengshan_3.title_province = { add_great_building = the_great_wall_02 } # title:b_wuyan.title_province = { add_great_building = the_great_wall_02 } # title:b_ningshuo.title_province = { add_great_building = the_great_wall_02 } # title:b_longquan.title_province = { add_great_building = the_great_wall_02 } # title:b_rulin.title_province = { add_great_building = the_great_wall_02 } # title:b_kaiguang.title_province = { add_great_building = the_great_wall_02 } # title:b_linzhou_yincheng.title_province = { add_great_building = the_great_wall_02 } # title:b_xiazhou_dejing_east.title_province = { add_great_building = the_great_wall_02 } # # title:b_xuande.title_province = { add_great_building = the_great_wall_03 } # title:b_baishui.title_province = { add_great_building = the_great_wall_03 } # title:b_rouxuan.title_province = { add_great_building = the_great_wall_03 } # title:b_cirlxj_yangcheng.title_province = { add_great_building = the_great_wall_03 } # # ### COA ### # if = { # limit = { # game_start_date <= 1000.1.1 # } # title:e_scandinavia = { set_coa = e_scandinavia_norse } # title:k_sweden = { set_coa = k_sweden_norse } # title:d_svealand = { set_coa = d_svealand_norse } # title:c_upland = { set_coa = c_upland_norse } # title:c_gastrikland = { set_coa = c_gastrikland_norse } # title:c_sodermannaland = { set_coa = c_sodermannaland_norse } # title:c_aland = { set_coa = c_aland_norse } # title:d_bergslagen = { set_coa = d_bergslagen_norse } # title:c_vastmanland = { set_coa = c_vastmanland_norse } # title:c_varmland = { set_coa = c_varmland_norse } # title:c_dalarna = { set_coa = c_dalarna_norse } # title:c_dalabergslagen = { set_coa = c_dalabergslagen_norse } # title:d_vastergotland = { set_coa = d_vastergotland_norse } # title:c_vastergotland = { set_coa = c_vastergotland_norse } # title:c_skara = { set_coa = c_skara_norse } # title:c_dal = { set_coa = c_dal_norse } # title:c_nordmark = { set_coa = c_nordmark_norse } # title:d_ostergotland = { set_coa = d_ostergotland_norse } # title:c_ostergotland = { set_coa = c_ostergotland_norse } # title:c_kinda = { set_coa = c_kinda_norse } # title:c_narke = { set_coa = c_narke_norse } # title:d_smaland = { set_coa = d_smaland_norse } # title:c_more = { set_coa = c_more_norse } # title:c_sevede = { set_coa = c_sevede_norse } # title:c_varend = { set_coa = c_varend_norse } # title:c_njudung = { set_coa = c_njudung_norse } # title:c_finnveden = { set_coa = c_finnveden_norse } # title:c_oland = { set_coa = c_oland_norse } # title:d_norrland = { set_coa = d_norrland_norse } # title:c_halsingland = { set_coa = c_halsingland_norse } # title:c_medelpad = { set_coa = c_medelpad_norse } # title:c_angermanland = { set_coa = c_angermanland_norse } # title:d_gotland = { set_coa = d_gotland_norse } # title:c_gutland = { set_coa = c_gutland_norse } # title:k_norway = { set_coa = k_norway_norse } # title:d_viken = { set_coa = d_viken_norse } # title:c_vingulmork = { set_coa = c_vingulmork_norse } # title:c_raniriki = { set_coa = c_raniriki_norse } # title:c_vestfold = { set_coa = c_vestfold_norse } # title:c_telemark = { set_coa = c_telemark_norse } # title:d_agder = { set_coa = d_agder_norse } # title:c_nedenes = { set_coa = c_nedenes_norse } # title:c_agdeside = { set_coa = c_agdeside_norse } # title:d_vestlandi = { set_coa = d_vestlandi_norse } # title:c_rogalandi = { set_coa = c_rogalandi_norse } # title:c_hordalandi = { set_coa = c_hordalandi_norse } # title:c_sogn = { set_coa = c_sogn_norse } # title:d_trandalog = { set_coa = d_trandalog_norse } # title:c_trandheim = { set_coa = c_trandheim_norse } # title:c_norwegian_more = { set_coa = c_norwegian_more_norse } # title:c_firdafylki = { set_coa = c_firdafylki_norse } # title:d_dalir = { set_coa = d_dalir_norse } # title:c_hedmork = { set_coa = c_hedmork_norse } # title:c_gudbrandsdalir = { set_coa = c_gudbrandsdalir_norse } # title:c_eystridalir = { set_coa = c_eystridalir_norse } # title:c_gauldala = { set_coa = c_gauldala_norse } # title:d_halogaland = { set_coa = d_halogaland_norse } # title:c_vastvag = { set_coa = c_vastvag_norse } # title:c_bothin = { set_coa = c_bothin_norse } # title:c_namdalfylki = { set_coa = c_namdalfylki_norse } # title:d_iceland = { set_coa = d_iceland_norse } # title:c_vestisland = { set_coa = c_vestisland_norse } # title:c_nordrland = { set_coa = c_nordrland_norse } # title:c_austisland = { set_coa = c_austisland_norse } # title:c_sudurland = { set_coa = c_sudurland_norse } # title:d_northern_isles = { set_coa = d_northern_isles_norse } # title:c_orkney = { set_coa = c_orkney_norse } # title:c_faereyar = { set_coa = c_faereyar_norse } # title:c_shetland = { set_coa = c_shetland_norse } # title:d_jamtland = { set_coa = d_jamtland_norse } # title:c_jamtfir = { set_coa = c_jamtfir_norse } # title:c_morarna = { set_coa = c_morarna_norse } # title:c_helgum = { set_coa = c_helgum_norse } # title:c_harjadalen = { set_coa = c_harjadalen_norse } # title:k_denmark = { set_coa = k_denmark_norse } # title:d_sjaelland = { set_coa = d_sjaelland_norse } # title:c_sjaelland = { set_coa = c_sjaelland_norse } # title:c_fyn = { set_coa = c_fyn_norse } # title:c_lolland_falster = { set_coa = c_lolland_falster_norse } # title:d_skane = { set_coa = d_skane_norse } # title:c_skane = { set_coa = c_skane_norse } # title:c_halland = { set_coa = c_halland_norse } # title:c_bornholm = { set_coa = c_bornholm_norse } # title:c_blekinge = { set_coa = c_blekinge_norse } # title:d_jylland = { set_coa = d_jylland_norse } # title:c_aarhus = { set_coa = c_aarhus_norse } # title:c_viborg = { set_coa = c_viborg_norse } # title:c_ringkobing = { set_coa = c_ringkobing_norse } # title:c_aalborg = { set_coa = c_aalborg_norse } # title:d_slesvig = { set_coa = d_slesvig_norse } # title:c_slesvig = { set_coa = c_slesvig_norse } # title:c_vorbasse = { set_coa = c_vorbasse_norse } # title:c_ribe = { set_coa = c_ribe_norse } # title:d_york = { set_coa = d_york_norse } # title:c_east_riding = { set_coa = c_east_riding_norse } # title:d_western_isles = { set_coa = d_western_isles_norse } # title:c_inner_hebrides = { set_coa = c_inner_hebrides_norse } # title:c_dublin = { set_coa = c_dublin_norse } # title:c_argyll = { set_coa = c_argyll_norse } # } # if = { # limit = { # game_start_date >= 1067.12.25 # } # title:k_england = { set_coa = k_england_norman } # } # if = { # limit = { # game_start_date >= 938.1.1 # } # title:k_viet = { set_coa = k_dai_viet } # } ### GRANDEUR ### #Royal Court: Set starting Grandeur to be the same as Expected if = { limit = { has_dlc_feature = royal_court } every_character_with_royal_court = { set_current_court_grandeur = court_grandeur_minimum_expected apply_hold_court_grace_effect = yes # Stops Hold Court reminders at game start set_variable = { name = last_hold_court_date value = current_year } } } if = { limit = { has_tgp_dlc_trigger = no } title:k_yongson_throne ?= { holder ?= { destroy_title = prev } } } every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS # Set up anyone who should be in a regency at start whether we have sources or not. ## If you start as a child, incapable, or imprisoned, you get a regency. if = { limit = { OR = { is_adult = no is_incapable = yes is_imprisoned = yes } } # We don't want to check over so many characters *twice*, so we check again inside the block to determine what type of regency to put 'em in. ## Temporary Regencies. if = { limit = { is_imprisoned = yes } trigger_event = { id = diarchy.0001 delayed = yes } } ## Entrenched Regencies. else = { trigger_event = { id = diarchy.0011 delayed = yes } } } if = { limit = { has_mpo_dlc_trigger = no } if = { limit = { has_government = nomad_government } change_government = tribal_government } else_if = { limit = { has_government = herder_government } change_government = tribal_government } } # Set Coronation laws for everyone if = { limit = { coronation_trigger = yes } if = { limit = { highest_held_title_tier = tier_kingdom } add_realm_law_skip_effects = crowned_king set_variable = crowned_king_var } else_if = { limit = { highest_held_title_tier > tier_kingdom } add_realm_law_skip_effects = crowned_emperor set_variable = crowned_emperor_var } } # Admin - Let's give existing governors the Governor trait on game start if = { limit = { is_governor = yes NOT = { has_trait = governor } OR = { government_allows = administrative government_is_japanese_trigger = yes } } add_trait = governor add_trait_xp = { trait = governor value = { add = primary_title.title_held_years multiply = 2 if = { limit = { age >= 50 has_government = japan_administrative_government } add = { value = age divide = 4 } } } } } # Clean up TGP governments is the Expansion is not enabled if = { limit = { has_tgp_dlc_trigger = no } # TGP: Clean up maritime tribal govs and revert them to non-dlc tribals if = { limit = { government_has_flag = government_is_wanua } empty_treasury_when_abandoning_landed_life_effect = yes change_government = tribal_government } # TGP: Clean up mandala govs and revert them to non-dlc feudals else_if = { limit = { government_has_flag = government_is_mandala } empty_treasury_when_abandoning_landed_life_effect = yes change_government = feudal_government } ### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ### else_if = { limit = { OR = { has_government = celestial_government has_government = meritocratic_government has_government = steppe_admin_government has_government = japan_administrative_government has_government = japan_feudal_government } } empty_treasury_when_abandoning_landed_life_effect = yes change_government = feudal_government } if = { limit = { any_held_title = { is_noble_family_title = yes } } every_held_title = { limit = { is_noble_family_title = yes title_domicile ?= { OR = { is_domicile_type = japanese_manor is_domicile_type = east_asian_estate } } } save_temporary_scope_as = family_title prev = { destroy_title = scope:family_title } } } } # TGP: Adjust China's starting laws else_if = { limit = { realm_law_use_celestial_bureaucracy = yes } if = { limit = { game_start_date >= 1066.9.15 } add_realm_law_skip_effects = celestial_bureaucracy_2 if = { limit = { top_liege != this } add_realm_law_skip_effects = celestial_army_vassal_law_2 } else = { add_realm_law_skip_effects = celestial_army_liege_law_2 # Let's give them the matching army level as well } } } if = { limit = { has_domicile = yes any_held_title = { is_noble_family_title = yes } } if = { limit = { is_landed = yes domicile.domicile_location != this.capital_province } random_held_title = { limit = { is_noble_family_title = yes } set_capital_county = prev.capital_county } domicile ?= { move_domicile = prev.capital_province } } if = { limit = { tgp_is_any_minister = yes } random_held_title = { limit = { tier = tier_empire } set_capital_county = prev.top_liege.capital_county } random_held_title = { limit = { is_noble_family_title = yes } set_capital_county = prev.top_liege.capital_county } domicile ?= { move_domicile = prev.top_liege.capital_province } } } } # DYNASTIC CYCLE SETUP # situation:dynastic_cycle ?= { # title:h_china = { # set_variable = { # name = years_since_imperial_examination # value = 0 # } # } # if = { # limit = { game_start_date < 868.1.1 } # tgp_set_wuking_element_effect = { ELEMENT = earth } # Tang # every_situation_sub_region = { # add_takeover_phase_points = { # phase = situation_dynastic_cycle_phase_chaos # points = 800 # } # } # } # else = { # tgp_set_wuking_element_effect = { ELEMENT = fire } # Song # } # } setup_tributaries_effect = yes # defined in 00_tributary_setup_effect.txt # ### FERTILE LANDS ### # # For deserts that are supposed to be very fertile # title:c_taizz = { add_county_modifier = fertile_desert_mountains_modifier } # title:c_mandab = { add_county_modifier = fertile_desert_mountains_modifier } # title:c_zabid = { add_county_modifier = fertile_desert_mountains_modifier } # title:c_sanaa = { add_county_modifier = fertile_desert_mountains_modifier } # title:c_dathina = { add_county_modifier = fertile_desert_mountains_modifier } # # ### HENDEKAPOLIS ### # title:c_ionia = { add_county_modifier = dodekapolis_modifier } # title:c_chios = { add_county_modifier = dodekapolis_modifier } # title:c_aeolis = { add_county_modifier = dodekapolis_modifier } # title:c_lesbos = { add_county_modifier = dodekapolis_modifier } # # ### GREECE BACKWATER COUNTIES ### # if = { # limit = { has_ep3_dlc_trigger = yes } # title:c_laconia = { add_county_modifier = backwater_county_modifier } # title:c_messenia = { add_county_modifier = backwater_county_modifier } # title:c_korinthos = { add_county_modifier = backwater_county_modifier } # title:c_achaia = { add_county_modifier = backwater_county_modifier } # title:c_cephalonia = { add_county_modifier = backwater_county_modifier } # title:c_attica = { add_county_modifier = backwater_county_modifier } # title:c_boeotia = { add_county_modifier = backwater_county_modifier } # title:c_aetolia = { add_county_modifier = backwater_county_modifier } # title:c_naxos = { add_county_modifier = backwater_county_modifier } # title:c_euboea = { add_county_modifier = backwater_county_modifier } # title:c_neopatras = { add_county_modifier = backwater_county_modifier } # title:c_demetrias = { add_county_modifier = backwater_county_modifier } # title:c_thessaliotis = { add_county_modifier = backwater_county_modifier } # title:c_thessalia = { add_county_modifier = backwater_county_modifier } # title:c_epeiros = { add_county_modifier = backwater_county_modifier } # title:c_buthrotum = { add_county_modifier = backwater_county_modifier } # title:c_veria = { add_county_modifier = backwater_county_modifier } # title:c_metzovo = { add_county_modifier = backwater_county_modifier } # title:c_chalkidike = { add_county_modifier = backwater_county_modifier } # title:c_thessalonika = { add_county_modifier = backwater_county_modifier } # title:c_serres = { add_county_modifier = backwater_county_modifier } # title:c_mosynopolis = { add_county_modifier = backwater_county_modifier } # title:c_ohrid = { add_county_modifier = backwater_county_modifier } # title:c_antipatreia = { add_county_modifier = backwater_county_modifier } # title:c_dyrrachion = { add_county_modifier = backwater_county_modifier } # title:c_avlonas = { add_county_modifier = backwater_county_modifier } # } # # ### Pandidakterion IN CONSTANTINOPLE ### # if = { # limit = { # has_ep3_dlc_trigger = yes # current_date >= 1046.1.1 # } # title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier } # } # # if = { # limit = { # has_dlc_feature = hybridize_culture # NOT = { # has_dlc_feature = khans_of_the_steppe # } # } # culture:mongol = { # add_culture_tradition = tradition_malleable_invaders # } # culture:khitan = { # add_culture_tradition = tradition_malleable_invaders # } # culture:jurchen = { # add_culture_tradition = tradition_malleable_invaders # } # culture:cuman = { # add_culture_tradition = tradition_malleable_invaders # } # culture:bolghar = { # add_culture_tradition = tradition_malleable_invaders # } # culture:bashkir = { # add_culture_tradition = tradition_malleable_invaders # } # culture:karluk = { # add_culture_tradition = tradition_malleable_invaders # } # culture:shatuo = { # add_culture_tradition = tradition_malleable_invaders # } # } # # if = { # limit = { # NOT = { # has_dlc_feature = khans_of_the_steppe # } # } # culture:hunnic = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:saka = { add_culture_tradition = tradition_horse_lords } # culture:alan = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:mongol = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:buryat = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:oirat = { add_culture_tradition = tradition_horse_lords } # culture:naiman = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:kerait = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:khitan = { add_culture_tradition = tradition_horse_lords } # culture:tuyuhun = { add_culture_tradition = tradition_horse_lords } # culture:jurchen = { add_culture_tradition = tradition_horse_lords } # culture:cuman = { add_culture_tradition = tradition_horse_lords } # culture:khazar = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:bolghar = { add_culture_tradition = tradition_horse_lords } # culture:bashkir = { add_culture_tradition = tradition_horse_lords } # culture:avar = { add_culture_tradition = tradition_horse_lords } # culture:karluk = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:kimek = { add_culture_tradition = tradition_horse_lords } # culture:kipchak = { add_culture_tradition = tradition_horse_lords } # culture:laktan = { add_culture_tradition = tradition_horse_lords } # culture:kirghiz = { add_culture_tradition = tradition_horse_lords } # culture:yughur = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance } # culture:uriankhai = { add_culture_tradition = tradition_horse_lords } # culture:chuvash = { add_culture_tradition = tradition_horse_lords } # culture:ongud = { add_culture_tradition = tradition_horse_lords } # culture:turkmen = { add_culture_tradition = tradition_horse_lords } # culture:mogyer = { add_culture_tradition = tradition_horse_lords } # culture:pecheneg = { add_culture_tradition = tradition_horse_lords } # culture:ongud = { add_culture_tradition = tradition_steppe_tolerance } # culture:uyghur = { add_culture_tradition = tradition_steppe_tolerance } # #culture:turkish = { add_culture_tradition = tradition_horse_lords } # } # ### DEBUG GLOBAL VARIABLES ### # # We set these here so that they present nicely and you can see when some variables register zero. # # # FP3 Struggle. # if = { # limit = { gather_debug_variables_for_persian_struggle_trigger = yes } # # ENDING # set_global_variable = { # name = sp_end_date # value = 0 # } # # There's also fp3_struggle_ending; we don't track that here because it has functional usage that depends on it existing or not, so it's not a debug variable. # # # PHASES # set_global_variable = { # name = sp_phase_unrest # value = 0 # } # set_global_variable = { # name = sp_phase_stabil # value = 0 # } # # # UNREST # set_global_variable = { # name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_major # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_medium # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minor # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minimal # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_becomes_rival_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_gain_claim_on_title_fp3 # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_usurp_title_fp3 # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_cadet_branch_created # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_supporter_forced_conversion # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_execute_supporter # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_imprison_supporter # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_unnatural_death_supporter # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_reveal_secret_supporter # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_turn_supporter_into_detractor # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_forming_alliance_between_detractor_uninvolved_rulers # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_detractor_win_unfair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_detractor_win_fair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_detractor_declare_unfair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_detractor_declare_fair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_unrest_catalyst_became_detractor_fp3 # value = 0 # } # # STABILISATION # set_global_variable = { # name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_major # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_medium # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minor # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minimal # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_learned_new_language_important # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_vassalize_independent_ruler # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_invite_involved_as_honorary_guests_to_feast_hunt # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_supporter_win_unfair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_supporter_win_fair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_supporter_declare_unfair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_supporter_declare_fair_war_within_the_region # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_install_loyalist_cb # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_imprison_detractor # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_execute_detractor # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_unnatural_death_detractor # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_reveal_secret_detractor # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_detractor_forced_conversion # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_turn_detractor_into_supporter # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_gain_struggle_titles_from_interlopers_uninvolved # value = 0 # } # set_global_variable = { # name = sp_stabil_catalyst_became_supporter_fp3 # value = 0 # } # # CONCESSION # set_global_variable = { # name = sp_concession_catalyst_missing_caliphate_or_arabian_empire # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_caliph_or_emperor_loses_revolt_war # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_caliph_or_emperor_accepts_faction_demands # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_caliph_died_violently # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_caliph_died_naturally # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_war_ends_in_white_peace_between_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_became_best_friend_soulmate_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_became_friend_lover_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_forming_alliance_between_supporter_detractor_rulers # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_abandon_hook_on_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_grants_pardon_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_release_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_ransom_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_grants_vassal_to_de_jure_liege_supporter_detractor # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_gift_supporter_detractor_ruler # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_interloper_uninvolved_gain_struggle_titles # value = 0 # } # set_global_variable = { # name = sp_concession_catalyst_raided_involved # value = 0 # } # } # # # UNITY CONFIG # ## 867. # if = { # limit = { game_start_date = 867.1.1 } # # Twiddle some starting unities. # ## The Abassids are in the middle of a self-killing frenzy, so we lower theirs substantially. # house:house_abbasid ?= { # add_unity_value = { # value = -100 # # This is from historical circumstances, so we just do use the house head. # character = house_head # desc = clan_unity_historical_circumstances.desc # } # } # ## The Samanids are juuuuust about to get started on killing each other over who gets to lead Transoxiana. # house:house_samanid ?= { # add_unity_value = { # value = -40 # # This is from historical circumstances, so we just do use the house head. # character = house_head # desc = clan_unity_historical_circumstances.desc # } # } # ## The Afrighids (both of them) are having fairly few arguments because only one of them can speak and it's very easy to manage relations with a baby. # dynasty:1042112.dynast.house ?= { # add_unity_value = { # value = 50 # # This is from historical circumstances, so we just do use the house head. # character = house_head # desc = clan_unity_historical_circumstances.desc # } # } # ## The Tahirids are scattered but actually get along quite well and support each other politically (mostly). # dynasty:811.dynast.house ?= { # add_unity_value = { # value = 100 # # This is from historical circumstances, so we just do use the house head. # character = house_head # desc = clan_unity_historical_circumstances.desc # } # } # ## The Umayyads are having something of a renaissance. # dynasty:597.dynast.house ?= { # add_unity_value = { # value = 100 # # This is from historical circumstances, so we just do use the house head. # character = house_head # desc = clan_unity_historical_circumstances.desc # } # } # } # # LEGITIMACY CONFIG # ## 867. # if = { # limit = { game_start_date = 867.1.1 } # ## Basileus Basileios was actually elected, so he's technically legitimate, but starts at level 2. With this he should be level 3. # character:1700 = { # add_legitimacy = major_legitimacy_gain # } # } # # # Cultural setup # if = { # limit = { # game_start_date = 1178.10.1 # } # culture:norman = { # set_name_list = name_list_late_norman # } # } # # ### EP3 BYZANTIUM IMPORTANT COUNTIES ### # if = { # limit = { has_ep3_dlc_trigger = yes } # title:c_antiocheia = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_jerusalem = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_alexandria = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_abbadan = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_edessa = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_bari = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_siracusa = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_roma = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_ravenna = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_tunis = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_tangiers = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_murcia = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_lombardia = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_trier = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_cumberland = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_northumberland = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_chandax = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_tourraine = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = ep3_emperor_yearly.2000 # } # } # title:c_byzantion = { # set_important_location = { # title = title:e_byzantium # enter_realm_event = roman_restoration.1200 # } # set_important_location = { # title = title:h_roman_empire # enter_realm_event = roman_restoration.1200 # } # set_important_location = { # title = title:h_eastern_roman_empire # enter_realm_event = roman_restoration.1200 # } # } # } # MPO Tribes of the North cultrad mechanic if = { limit = { has_dlc_feature = khans_of_the_steppe } every_county_in_region = { region = mpo_region_permafrost if = { limit = { holder.culture ?= culture culture = { has_cultural_parameter = permafrost_modifier_mechanic } } add_county_modifier = mpo_siberian_permafrost_modifier } else = { add_county_modifier = mpo_siberian_permafrost_modifier_bad } } } # Byzantine name game rule # title:e_byzantium = { # if = { # limit = { # has_game_rule = eastern_rome_name_of_byzantium # } # set_title_name = e_eastern_roman_empire # } # else_if = { # limit = { # has_game_rule = roman_empire_name_of_byzantium # } # set_title_name = h_roman_empire # } # else_if = { # limit = { # has_game_rule = romania_name_of_byzantium # } # set_title_name = e_romania_empire # } # else_if = { # limit = { # has_game_rule = empire_of_the_greeks_name_of_byzantium # } # set_title_name = e_empire_of_the_greeks # } # else_if = { # limit = { # has_game_rule = rhomaion_name_of_byzantium # } # set_title_name = e_rhomaion # } # else_if = { # limit = { # has_game_rule = unholy_roman_empire_name_of_byzantium # } # set_title_name = e_unholy_roman_empire # } # } # Remove Coronation Doctrine if you don't have the DLC if = { limit = { has_ach_dlc_trigger = no } every_religion_global = { every_faith = { switch = { trigger = has_doctrine doctrine_no_anointment = { remove_doctrine = doctrine_no_anointment } doctrine_anointment_permitted = { remove_doctrine = doctrine_anointment_permitted } doctrine_imperial_anointment = { remove_doctrine = doctrine_imperial_anointment } } } } } # Set Coronation laws for everyone if = { limit = { has_ach_dlc_trigger = yes } every_ruler = { limit = { coronation_trigger = yes age >= 12 # NOT = { this = character:1316 } # Heinrich IV was coronated in 1084 } save_temporary_scope_as = ruler if = { limit = { highest_held_title_tier > tier_kingdom NOT = { has_any_shunned_or_criminal_trait_in_faith_trigger = { CHARACTER = scope:ruler FAITH = scope:ruler.faith } faith = { has_doctrine = doctrine_no_anointment } } } if = { limit = { NOT = { has_game_rule = coronation_laws_off has_realm_law = crowned_emperor } } add_realm_law_skip_effects = crowned_emperor } set_variable = crowned_emperor_var } else = { if = { limit = { NOT = { has_game_rule = coronation_laws_off has_realm_law = crowned_king } } add_realm_law_skip_effects = crowned_king } set_variable = crowned_king_var } } } # # TGP: extra legitimacy for the Hegemon, so you don't fold over immediately # if = { # limit = { has_tgp_dlc_trigger = yes } # title:h_china.holder = { # # and even more for the Song, as they were in a pretty good shape on our start dates # if = { # limit = { # situation:dynastic_cycle ?= { # OR = { # situation_current_phase = situation_dynastic_cycle_phase_stability_expansion # situation_current_phase = situation_dynastic_cycle_phase_stability_advancement # } # } # } # add_legitimacy = 4500 # } # else = { # add_legitimacy = 3000 # } # } # } ### TGP SILK ROAD INNOVATIONS tgp_silk_road_innovation_setup_effect = yes set_global_variable = { name = natural_disaster_initial_grace_period years = natural_disaster_initial_grace_period_years } ### TGP Earthquake Regions # background regions add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east } # strips add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region } add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region } ### TGP Flood Regions add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:danube_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:daugava_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:dnieper_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:dniester_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:don_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:elbe_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:ganges_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:garonne_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:godavari_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadalquivir_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadiana_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:indus_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:irrawaddy_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:kaveri_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:loire_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:lovat_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:mahanadi_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:mekong_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:niger_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:nile_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:pearl_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:po_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhine_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhone_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:seine_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:tapti_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:tigris_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:vistula_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:volga_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:yangtze_river_region } add_to_global_variable_list = { name = flood_region_list target = geographical_region:yellow_river_region } ##### HISTORICAL HOUSE RELATIONS - deliberately placed above blocs tgp_setup_historical_house_relation_effect = yes ##### TGP JAPAN ##### if = { limit = { has_tgp_dlc_trigger = yes } ### DYNASTIES tgp_dynasty_house_name_setup_effect = yes ### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts. if = { limit = { NOT = { has_dlc_feature = all_under_heaven } } tgp_setup_historical_house_bloc_effect = yes } } # # if = { # limit = { # title:k_magyar = { # exists = holder # } # } # title:k_magyar = { # add_title_law = confederation_elective_succession_law # } # } ####3UR0P4 T0l3R4NC3###### title:e_europa.holder ?= { every_vassal = { limit = { OR = { government_has_flag = government_is_feudal government_has_flag = government_is_tribal } vassal_contract_has_modifiable_obligations = yes OR = { faith = faith:genevan faith = faith:anglican_england faith = faith:lutheran faith = faith:illuminated faith = faith:carolingian faith = faith:atlantean faith = faith:volksmarchen } } vassal_contract_set_obligation_level = { type = religious_rights level = 1 } set_subject_contract_modification_blocked = no } } } } # Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are on_game_start_after_lobby = { effect = { disable_succession_calculation = yes # To prevent the Season Changes event from triggering on game start situation:the_great_steppe ?= { every_participant_group = { every_situation_group_participant = { set_variable = { name = steppe_game_start_var years = 1 } } } } if = { limit = { government_has_flag = government_is_prepublic is_landed = yes } save_scope_as = scoped_farmer create_nomad_title = { name = domicile_farmstead holder = scope:scoped_farmer government = peasantrepublic_government save_scope_as = new_title } scope:new_title ?= { add_title_law = noble_family_succession_law } } if = { limit = { government_has_flag = government_is_prepublic primary_title = { NOT = { has_title_law = saxon_elective_succession_law } } } every_held_title = { limit = { tier >= tier_county NOT = { has_title_law = saxon_elective_succession_law } } add_title_law = saxon_elective_succession_law } } if = { limit = { government_has_flag = government_is_urepublic NOT = { exists = domicile } } save_scope_as = scoped_merchant create_nomad_title = { name = domicile_palace holder = scope:scoped_merchant government = urbanrepublic_government save_scope_as = new_title } scope:new_title ?= { add_title_law = noble_family_succession_law } } if = { limit = { government_has_flag = government_is_urepublic primary_title = { NOT = { has_title_law = urban_elective_succession_law } } } every_held_title = { limit = { tier >= tier_county NOT = { has_title_law = urban_elective_succession_law } } add_title_law = urban_elective_succession_law } } # Extra Nomad Regions #Tibet if = { limit = { has_mpo_dlc_trigger = yes has_game_rule = tibet_nomad_region_on } start_situation = { type = game_rule_extra_nomads_tibet start_phase = situation_steppe_abundant_grazing_season save_scope_as = my_situation } scope:my_situation = { every_situation_county = { limit = { holder = { government_has_flag = government_is_tribal } } holder = { set_variable = { name = steppe_game_start_var years = 1 } every_held_title = { if = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government if = { limit = { OR = { domicile.domicile_culture != capital_county.culture domicile.domicile_faith != capital_county.faith } } domicile = { set_domicile_culture = prev.capital_county.culture set_domicile_faith = prev.capital_county.faith } } } } } } #Sami if = { limit = { has_mpo_dlc_trigger = yes has_game_rule = sami_nomad_region_on } start_situation = { type = game_rule_extra_nomads_sami start_phase = situation_steppe_abundant_grazing_season save_scope_as = my_situation } scope:my_situation = { every_situation_county = { limit = { holder = { OR = { culture = culture:sami culture = culture:karelian # culture = culture:samoyed is_ai = no } } } holder = { set_variable = { name = steppe_game_start_var years = 1 } every_held_title = { if = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government } } } } #Arabia if = { limit = { has_mpo_dlc_trigger = yes has_game_rule = arabia_nomad_region_on } start_situation = { type = game_rule_extra_nomads_arabs start_phase = situation_steppe_severe_drought_season save_scope_as = my_situation sub_region = { key = arabia_nomads start_phase = situation_steppe_severe_drought_season map_color = { 34 255 76 } geographical_regions = { arab_nomad_area } } sub_region = { key = egypt_nomads start_phase = situation_steppe_abundant_grazing_season map_color = { 24 155 76 } geographical_regions = { egypt_nomad_area } } } scope:my_situation = { every_situation_county = { limit = { holder = { government_has_flag = government_is_tribal } } holder = { set_variable = { name = steppe_game_start_var years = 1 } every_held_title = { if = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government } } } } #Sahel if = { limit = { has_mpo_dlc_trigger = yes has_game_rule = sahel_nomad_region_on } start_situation = { type = game_rule_extra_nomads_sahel start_phase = situation_steppe_severe_drought_season save_scope_as = my_situation sub_region = { key = north_africa_nomads start_phase = situation_steppe_abundant_grazing_season map_color = { 155 62 0 } geographical_regions = { sahel_north_africa_nomad_area } } sub_region = { key = sahara_nomads start_phase = situation_steppe_severe_drought_season map_color = { 255 232 100 } geographical_regions = { sahel_desert_nomad_area } } sub_region = { key = sahel_nomads start_phase = situation_steppe_abundant_grazing_season map_color = { 100 46 92 } geographical_regions = { sahel_sub_saharan_africa_nomad_area } } } scope:my_situation = { every_situation_county = { limit = { holder = { government_has_flag = government_is_tribal OR = { culture = { has_cultural_pillar = heritage_berber } culture = culture:bedouin is_ai = no } NOR = { culture = culture:welayta culture = culture:ethiopian culture = culture:nubian culture = culture:daju } } } holder = { set_variable = { name = steppe_game_start_var years = 1 } every_held_title = { if = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government } } } } #Horn of Africa if = { limit = { has_mpo_dlc_trigger = yes has_game_rule = horn_of_africa_nomad_region_on } start_situation = { type = game_rule_extra_nomads_horn start_phase = situation_steppe_severe_drought_season save_scope_as = my_situation } scope:my_situation = { every_situation_county = { limit = { holder = { government_has_flag = government_is_tribal OR = { culture = culture:somali culture = culture:beja culture = culture:afar culture = culture:bedouin AND = { is_ai = no NOR = { culture = culture:welayta culture = culture:ethiopian culture = culture:nubian culture = culture:daju } } } } } holder = { set_variable = { name = steppe_game_start_var years = 1 } every_held_title = { if = { limit = { title_province = { has_holding_type = tribal_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government } } } } # ### INITIAL BUDGET CALC, ONE MORE AFTER THE EVERY_RULER ASSIGNS PROVINCE TYPES ### # if = { # limit = { # exists = title:h_china.holder # has_tgp_dlc_trigger = yes # } # title:h_china.holder ?= { # enact_treasury_budgets_init = yes # } # } every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS ### Every nomad in the Steppe Region gets their yurt domicile goodies ### if = { limit = { government_has_flag = government_is_nomadic is_landed = yes } 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 = { any_held_title = { is_nomad_title = yes } } } create_nomad_title = { name = nomad_title_name holder = scope:holder government = nomad_government save_scope_as = new_nomad_title } } if = { limit = { exists = situation:the_great_steppe any_character_situation = { this = situation:the_great_steppe } } add_trait = nomadic_philosophy dynasty ?= { every_dynasty_member = { limit = { top_liege ?= { government_has_flag = government_is_nomadic } } add_trait = nomadic_philosophy } } } if = { limit = { has_mpo_dlc_trigger = yes has_tgp_dlc_trigger = yes } dynasty:1045082 ?= { # Khitan Yelu every_dynasty_member = { add_trait = nomadic_philosophy } } dynasty:nn_dyn_shulu ?= { # Khitan Xiao every_dynasty_member = { add_trait = nomadic_philosophy } } } switch = { trigger = primary_title.tier tier_county = { add_gold = { value = { value = 0 add = { 25 40 } multiply = gold_value_scale_by_era } } } tier_duchy = { add_gold = { value = { value = 0 add = { 50 80 } multiply = gold_value_scale_by_era } } add_realm_law_skip_effects = nomadic_authority_2 domicile ?= { add_domicile_building = yurt_main_02 add_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes } } tier_kingdom = { add_gold = { value = { value = 0 add = { 100 125 } multiply = gold_value_scale_by_era } } add_realm_law_skip_effects = nomadic_authority_3 domicile ?= { add_domicile_building = yurt_main_02 add_domicile_building = yurt_main_03 add_random_yurt_external_building_effect = yes add_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes } } tier_empire = { add_gold = { value = { value = 0 add = { 150 200 } multiply = gold_value_scale_by_era } } add_realm_law_skip_effects = nomadic_authority_3 domicile ?= { add_domicile_building = yurt_main_02 add_domicile_building = yurt_main_03 add_domicile_building = yurt_main_04 add_random_yurt_external_building_effect = yes add_random_yurt_external_building_effect = yes add_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes upgrade_random_yurt_external_building_effect = yes } } } if = { limit = { has_royal_court = yes NOT = { has_court_type = court_nomadic } } set_court_type = court_nomadic } every_councillor = { limit = { NOR = { has_council_position = councillor_spymaster has_council_position = councillor_court_chaplain has_council_position = councillor_spouse } } prev = { fire_councillor_skip_effects = prev } remove_opinion = { modifier = fired_from_council_opinion target = prev } } random_courtier = { limit = { is_adult = yes } save_scope_as = astrologer_character prev = { appoint_court_position = { recipient = scope:astrologer_character court_position = court_astrologer_court_position } } } if = { limit = { OR = { NOT = { exists = cp:councillor_kurultai_1 } NOT = { exists = cp:councillor_kurultai_2 } NOT = { exists = cp:councillor_kurultai_3 } NOT = { exists = cp:councillor_kurultai_4 } } } ordered_vassal = { order_by = current_military_strength limit = { is_councillor = no } make_councillor_start_up_effect = yes } } if = { limit = { OR = { NOT = { exists = cp:councillor_kurultai_1 } NOT = { exists = cp:councillor_kurultai_2 } NOT = { exists = cp:councillor_kurultai_3 } NOT = { exists = cp:councillor_kurultai_4 } } } every_knight = { limit = { is_councillor = no } make_councillor_start_up_effect = yes } } ordered_councillor = { order_by = stewardship position = 0 limit = { NOR = { has_council_position = councillor_spymaster has_council_position = councillor_court_chaplain has_council_position = councillor_spouse } } switch = { trigger = this liege_or_court_owner.cp:councillor_kurultai_1 = { set_council_task = { task_type = task_kurultai_fertility_1 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_2 = { set_council_task = { task_type = task_kurultai_fertility_2 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_3 = { set_council_task = { task_type = task_kurultai_fertility_3 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_4 = { set_council_task = { task_type = task_kurultai_fertility_4 target = liege_or_court_owner.capital_province } } } } ordered_councillor = { order_by = learning position = 0 limit = { NOR = { has_council_position = councillor_spymaster has_council_position = councillor_court_chaplain has_council_position = councillor_spouse is_performing_council_task = task_kurultai_fertility_1 is_performing_council_task = task_kurultai_fertility_2 is_performing_council_task = task_kurultai_fertility_3 is_performing_council_task = task_kurultai_fertility_4 } } switch = { trigger = this liege_or_court_owner.cp:councillor_kurultai_1 = { set_council_task = { task_type = task_kurultai_court_astrologer_1 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_2 = { set_council_task = { task_type = task_kurultai_court_astrologer_2 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_3 = { set_council_task = { task_type = task_kurultai_court_astrologer_3 target = liege_or_court_owner.capital_province } } liege_or_court_owner.cp:councillor_kurultai_4 = { set_council_task = { task_type = task_kurultai_court_astrologer_4 target = liege_or_court_owner.capital_province } } } } #Nomadic Philosophy lobby added realms if = { limit = { exists = situation:the_great_steppe any_character_situation = { this = situation:the_great_steppe } NOT = { has_trait = nomadic_philosophy } } add_trait = nomadic_philosophy dynasty ?= { every_dynasty_member = { limit = { top_liege ?= { government_has_flag = government_is_nomadic } } add_trait = nomadic_philosophy } } } } else_if = { limit = { government_has_flag = government_is_herder } if = { limit = { gold >= 30 } remove_short_term_gold = 27 } else_if = { limit = { gold >= 25 } remove_short_term_gold = 22 } else_if = { limit = { gold >= 20 } remove_short_term_gold = 18 } else_if = { limit = { gold >= 15 } remove_short_term_gold = 11 } else_if = { limit = { gold >= 10 } remove_short_term_gold = 5 } # We're fine with them having 10 gold max if = { limit = { is_ai = no } every_held_title = { limit = { tier = tier_county title_province = { has_holding_type = herder_holding } } title_province = { set_holding_type = nomad_holding } } change_government = nomad_government } } # Make sure that Realm Priests are landed theocrats where it makes sense else_if = { limit = { highest_held_title_tier >= tier_duchy } if = { limit = { exists = cp:councillor_court_chaplain cp:councillor_court_chaplain = { is_ruler = no } faith = { has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment } any_vassal = { is_physically_able_adult = yes is_councillor = no government_has_flag = government_is_theocracy can_be_court_chaplain_trigger = { COURT_OWNER = liege } faith = liege.faith } } random_vassal = { limit = { is_physically_able_adult = yes is_councillor = no government_has_flag = government_is_theocracy can_be_court_chaplain_trigger = { COURT_OWNER = liege } faith = liege.faith } weight = { base = 1 modifier = { add = 1000 faith.religious_head ?= this } modifier = { add = learning } modifier = { add = primary_title.tier } } liege = { assign_councillor_type = { type = councillor_court_chaplain remove_existing_councillor = yes target = prev } } } } if = { limit = { is_landless_adventurer = yes } if = { limit = { has_realm_law = crown_authority_0 } remove_realm_law = crown_authority_0 } } } #Autopopulate families. if = { limit = { trigger_if = { limit = { has_game_rule = on_generate_families_ai_only } is_ai = yes } trigger_else = { has_game_rule = on_generate_families } } trigger_event = game_rule.1001 } ### CE1 LEGITIMACY SETUP ### if = { limit = { exists = this has_legitimacy = yes } add_legitimacy = base_legitimacy_value } ### MANDALA SETUP ### if = { limit = { government_has_flag = government_is_mandala } #Triple Mandala's Legitimacy to make them not start at a negative expectation at game start add_legitimacy = { value = legitimacy multiply = 2 if = { limit = { highest_held_title_tier > tier_duchy } multiply = 3 } else = { multiply = 2 } } #Yer starter kit change_to_mandala_government_decree_effect = yes #No Succession for this character pls set_variable = { name = not_subject_to_succession_trials value = flag:started_as_mandala } if = { limit = { var:not_subject_to_succession_trials ?= flag:started_as_mandala } #To prevent 'unused except in loc' errors :catto: } #Aspect modifiers? house = { #Start counting years of peace if = { limit = { has_house_head_parameter = peaceful_rule_5_year_modifier } house_head = { #Aspect modifier set_variable = { name = mandala_house_power_accumulated_increments_of_peace value = 1 } add_character_modifier = { modifier = mandala_increments_of_peace_modifier } trigger_event = { id = tgp_east_asia_mandala_events.0200 years = 5 } #Aspect trigger set_variable = { name = serenity_mandala_years_of_non_aggression_war value = 0 } trigger_event = { id = tgp_east_asia_mandala_events.0205 years = 1 } } } #Give the initial Creator modifier if = { limit = { has_house_head_parameter = creator_10_year_modifier } house_head = { set_variable = { name = mandala_house_power_accumulated_creator value = 1 years = 10 } hidden_effect = { mandala_apply_10_year_modifier = yes } } } } } # if = { # limit = { # title:h_china.holder ?= top_liege # this != top_liege # } # ### TGP MERIT AND TREASURY HANDOUT ON GAME START ### # if = { # limit = { # culture = { # has_cultural_pillar = heritage_chinese # } # NOR = { # AND = { # has_council_position = councillor_court_chaplain # NOT = { has_title = title:e_minister_of_rites } # } # has_trait = devoted # } # government_has_flag = government_is_celestial # is_faith_dominant_gender = yes # } # save_temporary_scope_as = exam_contender # hidden_effect = { # assign_completed_exams_based_on_merit_effect = yes # } # if = { # limit = { # any_parent = { # OR = { # has_trait = ambitious # has_trait = scholar # has_trait = diligent # has_trait = confucian_education # } # } # NOR = { # has_trait = lazy # has_trait = dull # has_trait = intellect_bad # location.county ?= { # development_level <= bad_development_level # } # } # } # add_character_flag = passed_child_exam # } # if = { # We adjust Merit depending on the dynastic cycle phase # limit = { # situation:dynastic_cycle ?= { # situation_current_phase = situation_dynastic_cycle_phase_stability_advancement # } # } # change_merit = { # value = merit # multiply = 0.1 # } # } # if = { # limit = { # is_ai = no # is_governor_or_admin_count = yes # } # spawn_celestial_governance_contract_effect = yes # } # if = { # limit = { # game_start_date = 867.1.1 # } # title:k_hebei.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_youji.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_daibei.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_guannei.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_viet.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_lingxi.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # } # else_if = { # limit = { # game_start_date = 1066.9.15 # } # title:k_hebei.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_hedong.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_guannei.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_lingxi.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # } # else_if = { # limit = { # game_start_date = 1178.10.1 # } # title:k_huainan.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_shannan.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_xingyuan.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_lingxi.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # title:k_xichuan.holder = { # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # every_vassal = { # limit = { # primary_title.tier >= tier_county # } # hidden_effect = { # vassal_contract_set_obligation_level = { # type = celestial_provinces # level = 3 # Military # } # if = { # limit = { # NOT = { # has_realm_law = celestial_military_appointment_succession_law # } # } # add_realm_law_skip_effects = celestial_military_appointment_succession_law # } # } # } # } # } # } # } # ### Examination pass status and initial wave of governor candidates done after game start, in order to include generated families ### # every_courtier = { # limit = { # is_lowborn = no # culture = { has_cultural_pillar = heritage_chinese } # NOR = { # has_council_position = councillor_court_chaplain # has_trait = devoted # } # government_has_flag = government_is_celestial # courtiers have governments, too! # is_faith_dominant_gender = yes # age >= 30 # static_group_filter = { # group = ai_filter # match = 0.5 # } # } # hidden_effect = { # add_character_flag = passed_provincial_exam # add_character_modifier = { # modifier = tgp_passed_provincial_exam_modifier # } # add_character_flag = passed_metropolitan_exam # add_character_modifier = { # modifier = tgp_passed_metropolitan_exam_modifier # } # change_merit = { # value = county_starting_merit_value # add = age # add = learning # } # } # } # save_scope_as = governor # } # # if = { # limit = { # government_has_flag = government_has_merit # title:h_china.holder != top_liege # } # ### TGP MERITOCRATIC/STEPPE ADMIN SETUP ON GAME START ### # if = { # limit = { # NOR = { # AND = { # has_council_position = councillor_court_chaplain # NOT = { has_title = title:e_minister_of_rites } # } # has_trait = devoted # } # government_has_flag = government_has_merit # is_faith_dominant_gender = yes # } # hidden_effect = { # meritocratic_assign_completed_exams_based_on_merit_effect = yes # } # } # } # # #elder/disciple setup # if = { # limit = { # government_allows = merit # top_overlord != title:h_china.holder # } # if = { # limit = { # top_liege = this # merit_level >= merit_level_expected_kingdom_value # } # add_to_list = elders # } # else_if = { # limit = { # merit_level >= merit_level_expected_duchy_value # } # add_to_list = elders # } # else = { # add_to_list = disciple # } # } # Sexualities if game rules are default if = { limit = { has_game_rule = sexuality_distribution_default } if = { limit = { is_adult = no age >= 10 } game_rule_sexuality_distribution_reroll_effect = yes } every_courtier_or_guest = { if = { limit = { is_adult = no age >= 10 } game_rule_sexuality_distribution_reroll_effect = yes } } } } if = { limit = { has_game_rule = sexuality_distribution_default } every_duchy = { limit = { exists = title_capital_county.title_province } title_capital_county.title_province = { save_scope_as = pool_province } # Sexualities for Pool Characters if game rules are default every_pool_character = { limit = { NOT = { is_in_list = pool_characters } } province = scope:pool_province add_to_list = pool_characters } } every_in_list = { list = pool_characters if = { limit = { is_adult = no age >= 10 } game_rule_sexuality_distribution_reroll_effect = yes } } } #elder/disciple setup (continued from above) every_in_list = { list = disciple save_scope_as = disciple random_in_list = { list = elders limit = { top_liege = scope:disciple.top_liege eligible_for_elder_trigger = { DISCIPLE = scope:disciple } } save_scope_as = elder } if = { limit = { exists = scope:elder } random = { chance = 65 set_relation_elder = scope:elder } } } # if = { # limit = { # has_mpo_dlc_trigger = yes # } # #Fully Landlocked Nomad Cultures Setup # every_culture_global = { # limit = { # OR = { # has_cultural_pillar = heritage_mongolic # has_cultural_pillar = heritage_ugro_permian # } # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = this # } # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = culture:kipchak # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = culture:uyghur # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = culture:kirghiz # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = culture:bashkir # } # add_to_global_variable_list = { # name = fully_landlocked_nomad_cultures # target = culture:laktan # } # recalculate_cultural_heads_of_type = herd # } ### GAME RULE: VIEW ON SAME-SEX RELATIONS if = { limit = { has_game_rule = accepted_same_sex_relations } game_rule_accepted_same_sex_relations_effect = yes } ### GAME RULE: RANDOM RULER PLACEMENT if = { limit = { NOT = { has_game_rule = random_ruler_placement_off } } game_rule_random_ruler_placement_effect = yes } ### GAME RULE: RANDOMIZE FAITH if = { limit = { has_game_rule = randomized_faiths_on } game_rule_randomize_faith_effect = yes } ### GAME RULE: FAITH ACCEPTANCE if = { limit = { has_game_rule = full_faith_acceptance } game_rule_faith_acceptance_effect = yes } ### GAME RULE: GENDER EQUALITY ### if = { limit = { has_game_rule = full_gender_equality } game_rule_full_gender_equality_effect = yes } else_if = { limit = { has_game_rule = inversed_gender_equality } game_rule_inversed_gender_equality_effect = yes } else_if = { limit = { has_game_rule = lenient_gender_equality } game_rule_lenient_gender_equality_effect = yes } ### GAME RULE: SEXUALITY DISTRIBUTION ### if = { limit = { NOT = { has_game_rule = sexuality_distribution_default } } game_rule_sexuality_distribution_effect = yes } ### GAME RULE: SITUATION TOGGLES # struggle:iberian_struggle ?= { # if = { # limit = { has_game_rule = struggle_iberia_toggle_off } # end_struggle = yes # } # } # struggle:persian_struggle ?= { # if = { # limit = { has_game_rule = struggle_persia_toggle_off } # end_struggle = yes # } # } situation:the_great_steppe ?= { if = { limit = { has_game_rule = situation_the_great_steppe_toggle_off } end_situation = yes } } ### GAME RULE: RULER OF MUNSTER # if = { # limit = { # game_start_date = 1066.9.15 # has_game_rule = historicity_ruler_of_munster_historical_toirdelbach # } # create_title_and_vassal_change = { # type = conquest # save_scope_as = title_change # } # character:83355 = { # every_held_title = { # title_tier >= county # change_title_holder = { # holder = character:906 # change = scope:title_change # } # } # pay_short_term_gold = { # target = character:83355 # gold = gold # } # } # random_player = { # limit = { this = character:83355 } # set_player_character = character:906 # } # resolve_title_and_vassal_change = scope:title_change # # Since Murchad is back to his historical self, he gets to suck. # character:83355 = { # add_diplomacy_skill = -10 # remove_trait = gregarious # add_trait = craven # # Plus, usurpation rivalry — now Toidelbach has a perfectly good claim to the kingdom and will do a lot more with it than Murchad managed in his 5m in power, but by gameplay terms, this _is_ a usurpation. # set_relation_rival = { # target = character:906 # reason = rival_usurper # } # } # # Alright, let's give Toirdelbach his alliance. # character:906 = { # add_opinion = { # modifier = perk_negotiated_alliance_opinion # target = character:922 # } # reverse_add_opinion = { # modifier = event_negotiated_alliance_opinion # target = character:922 # } # create_alliance = { # target = character:922 # allied_through_owner = character:906 # allied_through_target = character:922 # } # } # } # # ### GAME RULE: DETERMINISTIC CONQUEST # if = { # limit = { # OR = { # NOT = { has_game_rule = historicity_norman_conquest_default_random } # game_rule_rig_norman_conquest_for_hereward_trigger = yes # } # } # set_global_variable = deterministic_conquest_of_england_1066 # # See if we should just teleport our combatants' armies into place. # trigger_event = { # id = game_rule.1151 # trigger_on_next_date = 1066.09.25 # } # trigger_event = { # id = game_rule.1152 # trigger_on_next_date = 1066.10.14 # } # } ### 867 - MISC ### # Basileios has just murdered Michael III. # character:1700 ?= { trigger_event = bookmark.0211 } ### GAME RULE: EXTRA ADMINS ## 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 handle players after the lobby. # Historic chars. apply_historic_administrative_game_rule_effect = yes # Players. if = { limit = { has_dlc_feature = roads_to_power } if = { limit = { NOT = { has_game_rule = historicity_extra_admin_player_wherever_gameplay_not_administrative } } if = { limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_always } every_player = { limit = { highest_held_title_tier >= tier_kingdom NOR = { government_allows = administrative is_landed = no } } convert_to_administrative_from_feudalism_game_start_effect = yes } } else_if = { limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_with_august_trait } every_player = { limit = { highest_held_title_tier >= tier_kingdom NOR = { government_allows = administrative is_landed = no } has_trait = august } convert_to_administrative_from_feudalism_game_start_effect = yes } } } } # Give Ruler Designer characters regencies. every_in_global_list = { variable = rd_chars_needing_regencies trigger_event = diarchy.0011 # Aaaand clean the list. save_temporary_scope_as = char_temp remove_list_global_variable = { name = rd_chars_needing_regencies target = scope:char_temp } } ### ACHIEVEMENT: FROM RAGS TO RICHES every_player = { limit = { highest_held_title_tier = tier_county } add_achievement_global_variable_effect = { VARIABLE = achievement_rags_to_riches_valid VALUE = yes } } ### ACHIEVEMENT (FP2): Holidaying in Iberia every_player = { limit = { fp2_character_involved_in_struggle_trigger = no } add_achievement_global_variable_effect = { VARIABLE = fp2_holiday_in_iberia_achievement_unlocked VALUE = no # Boolean in actual usage } } # ### ACHIEVEMENT TRACKING FOR STARTING CHARACTERS # if = { # limit = { has_multiple_players = no } # every_player = { # # TGP # if = { # limit = { # government_has_flag = government_is_wanua # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_15_humble_beginnings_achievement # VALUE = yes # } # } # if = { # limit = { # has_title = title:k_chrysanthemum_throne # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_03_sword_of_japan_achievement # VALUE = yes # } # } # if = { # limit = { # is_landed = no # tgp_is_any_minister = no # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_05_grand_governor_achievement # VALUE = yes # } # } # if = { # limit = { # NAND = { # tgp_passed_children_examination = yes # tgp_passed_provincial_examination = yes # tgp_passed_metropolitan_examination = yes # tgp_passed_palace_examination = yes # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_16_flying_colors_achievement # VALUE = yes # } # } # if = { # limit = { # NOT = { # culture = { # any_known_innovation = { # has_innovation_parameter = silk_road_innovation_parameter # } # } # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_17_highway_of_ideas_achievement # VALUE = yes # } # } # if = { # limit = { # NOR = { # tgp_passed_children_examination = yes # tgp_passed_provincial_examination = yes # tgp_passed_metropolitan_examination = yes # tgp_passed_palace_examination = yes # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_ep4_19_stamp_of_approval_achievement # VALUE = yes # } # } # # Base Title # if = { # limit = { # exists = character:7757 # this = character:7757 # } # add_achievement_global_variable_effect = { # VARIABLE = started_give_a_dog_a_bone_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:1128 # this = character:1128 # } # add_achievement_global_variable_effect = { # VARIABLE = started_wily_as_the_fox_achievement # VALUE = yes # } # } # if = { # limit = { # OR = { # AND = { # exists = character:108501 # this = character:108501 # } # AND = { # exists = character:107500 # this = character:107500 # } # AND = { # exists = character:107501 # this = character:107501 # } # AND = { # exists = character:108500 # this = character:108500 # } # AND = { # exists = character:109500 # this = character:109500 # } # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_sibling_rivalry_achievement # VALUE = yes # } # } # if = { # limit = { # OR = { # AND = { # exists = character:163108 # this = character:163108 # } # AND = { # exists = character:163110 # this = character:163110 # } # AND = { # exists = character:163111 # this = character:163111 # } # AND = { # exists = character:163112 # this = character:163112 # } # AND = { # exists = character:163119 # this = character:163119 # } # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_blood_eagle_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:6448 # this = character:6448 # } # add_achievement_global_variable_effect = { # VARIABLE = started_kings_to_the_seventh_generation_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:140 # this = character:140 # } # add_achievement_global_variable_effect = { # VARIABLE = started_norman_yoke_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:522 # this = character:522 # } # add_achievement_global_variable_effect = { # VARIABLE = started_royal_dignity_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:40605 # this = character:40605 # } # add_achievement_global_variable_effect = { # VARIABLE = started_land_of_the_rus_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:251187 # this = character:251187 # } # add_achievement_global_variable_effect = { # VARIABLE = started_mother_of_us_all_achievement # VALUE = yes # } # } # if = { # Temüjin # limit = { # has_mpo_dlc_trigger = yes # exists = character:125501 # this = character:125501 # } # add_achievement_global_variable_effect = { # VARIABLE = started_the_stallion_that_mounts_the_world_achievement # VALUE = yes # } # } # if = { # limit = { # government_has_flag = government_is_nomadic # save_temporary_scope_as = nomad_ruler # situation:the_great_steppe ?= { # situation_sub_region:steppe_east = { # situation_sub_region_has_county = scope:nomad_ruler.capital_county # } # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_steppe_by_steppe_achievement # VALUE = yes # } # } # if = { # limit = { # OR = { # culture = { has_cultural_pillar = heritage_iberian } # culture = culture:andalusian # } # OR = { # has_religion = religion:eastern_orthodox_religion # has_religion = religion:catholic_religion # has_religion = religion:protestant_religion # } # } # add_achievement_global_variable_effect = { # VARIABLE = started_reconquista_achievement # VALUE = yes # } # } # if = { # limit = { # culture = culture:irish # capital_province = { geographical_region = custom_ireland } # } # add_achievement_global_variable_effect = { # VARIABLE = started_the_emerald_isle_achievement # VALUE = yes # } # } # if = { # limit = { # OR = { # culture = culture:castilian # culture = culture:basque # culture = culture:portuguese # culture = culture:catalan # culture = culture:andalusian # culture = culture:visigothic # culture = culture:suebi # } # has_religion = religion:islam_religion # capital_province = { geographical_region = world_europe_west_iberia } # } # add_achievement_global_variable_effect = { # VARIABLE = started_al_andalus_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:159137 # this = character:159137 # } # add_achievement_global_variable_effect = { # VARIABLE = started_almost_there_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:109607 # this = character:109607 # } # add_achievement_global_variable_effect = { # VARIABLE = started_last_count_first_king_achievement # VALUE = yes # } # } # if = { # limit = { # exists = character:6878 # this = character:6878 # } # add_achievement_global_variable_effect = { # VARIABLE = started_going_places_achievement # VALUE = yes # } # } # # FP1 # ## far_from_home_achievement # if = { # limit = { # # Starting as a Norse pagan Norse-cultured character. # fp1_achievement_culture_plus_religion_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_far_from_home_achievement # VALUE = yes # } # } # ## miklagardariki_achievement # if = { # limit = { # # Starting as a Norse pagan Norse-cultured character. # fp1_achievement_culture_plus_religion_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_miklagardariki_achievement # VALUE = yes # } # } # ## canute_the_greater_achievement # add_achievement_global_variable_effect = { # VARIABLE = started_canute_the_greater_achievement # VALUE = yes # } # ## king_of_all_the_isles_achievement # if = { # limit = { # # Starting as a Norse pagan Norse-cultured character. # fp1_achievement_culture_plus_religion_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_king_of_all_the_isles_achievement # VALUE = yes # } # } # ## faster_than_the_fox_achievement # if = { # limit = { # # Starting as a Norse pagan Norse-cultured character. # fp1_achievement_culture_plus_religion_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_faster_than_the_fox_achievement # VALUE = yes # } # } # ## volva_achievement # if = { # limit = { # # Starting as a Norse pagan Norse-cultured character. # fp1_achievement_culture_plus_religion_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_volva_achievement # VALUE = yes # } # } # ## saga_in_stone_achievement # add_achievement_global_variable_effect = { # VARIABLE = started_saga_in_stone_achievement # VALUE = yes # } # ## first_of_the_crusader_kings_achievement # if = { # limit = { # # Starting as a Norse-cultured character. # fp1_achievement_culture_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_first_of_the_crusader_kings_achievement # VALUE = yes # } # } # ## vladimirs_second_choice_achievement # if = { # limit = { # # Starting as a Norse pagan Norse or Rus-cultured character. # fp1_achievement_culture_norse_or_rus_trigger = yes # fp1_achievement_religious_norse_trigger = yes # } # add_achievement_global_variable_effect = { # VARIABLE = started_vladimirs_second_choice_achievement # VALUE = yes # } # } # ## a_dangerous_business_achievement # add_achievement_global_variable_effect = { # VARIABLE = started_a_dangerous_business_achievement # VALUE = yes # } # # EP1 # ##1 Patronage # add_achievement_global_variable_effect = { # VARIABLE = started_patronage_achievement # VALUE = yes # } # ##2 Converging Paths # add_achievement_global_variable_effect = { # VARIABLE = started_converging_paths_achievement # VALUE = yes # } # ##3 Changing course # add_achievement_global_variable_effect = { # VARIABLE = started_changing_course_achievement # VALUE = yes # } # ##4 Hoarder # add_achievement_global_variable_effect = { # VARIABLE = started_hoarder_achievement # VALUE = yes # } # ##5 creme de la creme # add_achievement_global_variable_effect = { # VARIABLE = started_creme_de_la_creme_achievement # VALUE = yes # } # ##6 Give it back! # add_achievement_global_variable_effect = { # VARIABLE = started_polyglot_achievement # VALUE = yes # } # ##7 Inspirational # add_achievement_global_variable_effect = { # VARIABLE = started_inspirational_achievement # VALUE = yes # } # ##8 One of a Kind # add_achievement_global_variable_effect = { # VARIABLE = started_one_of_a_kind_achievement # VALUE = yes # } # ##9 True Tolerance # add_achievement_global_variable_effect = { # VARIABLE = started_true_tolerance_achievement # VALUE = yes # } # ##10 Delusions of Grandeur # add_achievement_global_variable_effect = { # VARIABLE = started_delusions_of_grandeur_achievement_achievement # VALUE = yes # } # ##11 Bod Chen Po # if = { # limit = { # this.dynasty = dynasty:105800 # } # add_achievement_global_variable_effect = { # VARIABLE = started_bod_chen_po_achievement # VALUE = yes # } # } # ##12 Turkish Eagle # if = { # limit = { # this != character:3040 # Not Alp Arslan # house = house:house_seljuk # Seljuk # game_start_date < 1067.1.1 # 1066 only, and no Seljuks in 867 # } # add_achievement_global_variable_effect = { # VARIABLE = started_turkish_eagle_achievement # VALUE = yes # } # } # ##13 Rise of the Ghurids # if = { # limit = { # has_title = title:d_ghur # this.dynasty = dynasty:791 #Ghurid # } # add_achievement_global_variable_effect = { # VARIABLE = started_rise_of_the_ghurids_achievement # VALUE = yes # } # } # ##14 Brave and Bold # if = { # limit = { # game_start_date < 868.1.1 # this.dynasty = dynasty:699 #Piast # } # add_achievement_global_variable_effect = { # VARIABLE = started_brave_and_bold_achievement # VALUE = yes # } # } # ##15 Lingua Franca # add_achievement_global_variable_effect = { # VARIABLE = started_lingua_franca_achievement # VALUE = yes # } # ##16 Beta Israel # add_achievement_global_variable_effect = { # VARIABLE = started_beta_israel_achievement # VALUE = yes # } # ## 17 They belong in a museum! # add_achievement_global_variable_effect = { # VARIABLE = started_they_belong_in_a_museum_achievement # VALUE = yes # } # ##18 I made this! # add_achievement_global_variable_effect = { # VARIABLE = started_i_made_this_achievement # VALUE = yes # } # ##19 Nobody Comes to Fika! # add_achievement_global_variable_effect = { # VARIABLE = started_nobody_comes_to_fika_achievement # VALUE = yes # } # ## 20 The True Royal Court # add_achievement_global_variable_effect = { # VARIABLE = started_the_true_royal_court_achievement # VALUE = yes # } # # EP2 # ## 01. The Grandest Tour # add_achievement_global_variable_effect = { # VARIABLE = started_the_grandest_tour_achievement # VALUE = yes # } # ## 02. Your Eternal Reward # add_achievement_global_variable_effect = { # VARIABLE = started_your_eternal_reward_achievement # VALUE = yes # } # ## 03. Imperial March # add_achievement_global_variable_effect = { # VARIABLE = started_imperial_march_achievement # VALUE = yes # } # ## 04. Black Dinner # add_achievement_global_variable_effect = { # VARIABLE = started_black_dinner_achievement # VALUE = yes # } # ## 05. There and Back Again # add_achievement_global_variable_effect = { # VARIABLE = started_there_and_back_again_achievement # VALUE = yes # } # ## 06. The Very Best # add_achievement_global_variable_effect = { # VARIABLE = started_the_very_best_achievement # VALUE = yes # } # ## 07. Like No One Ever Was # add_achievement_global_variable_effect = { # VARIABLE = started_like_no_one_ever_was_achievement # VALUE = yes # } # ## 08. A Thousand and One Night # add_achievement_global_variable_effect = { # VARIABLE = started_a_thousand_and_one_nights_achievement # VALUE = yes # } # ## 09. A Knight's Tale # add_achievement_global_variable_effect = { # VARIABLE = started_a_knights_tale_achievement # VALUE = yes # } # ## 10. Hunting Accident # add_achievement_global_variable_effect = { # VARIABLE = started_hunting_accident_achievement # VALUE = yes # } # ## 11. Lions and Tigers and Bears, Oh My! # add_achievement_global_variable_effect = { # VARIABLE = started_lions_and_tigers_and_bears_oh_my_achievement # VALUE = yes # } # ## 12. Fly, my Pretty! # add_achievement_global_variable_effect = { # VARIABLE = started_fly_my_pretty_achievement # VALUE = yes # } # ## 13. Pathway to Heaven # add_achievement_global_variable_effect = { # VARIABLE = started_pathway_to_heaven_achievement # VALUE = yes # } # ## 14. Sir Lance-a-Lot # add_achievement_global_variable_effect = { # VARIABLE = started_sir_lance_a_lot_achievement # VALUE = yes # } # ## 15. I'm in my Element(s) # add_achievement_global_variable_effect = { # VARIABLE = started_im_in_my_elements_achievement # VALUE = yes # } # ## 16. Ahab # add_achievement_global_variable_effect = { # VARIABLE = started_ahab_achievement # VALUE = yes # } # ## 17. Little William Marshal # add_achievement_global_variable_effect = { # VARIABLE = started_little_william_marshal_achievement # VALUE = 0 # } # add_achievement_global_variable_effect = { # VARIABLE = little_william_marshal_achievement_tally # VALUE = 0 # } # ## 18. A True & Perfect Knight # add_achievement_global_variable_effect = { # VARIABLE = started_a_true_and_perfect_knight_achievement # VALUE = yes # } # ## 19. A.E.I.O.U & Me # if = { # limit = { # # Etichonen, of whom the Hapsburgs are a cadet - we check dynasty rather than house so that an accidental cadet doesn't screw you. # this.house ?= house:house_habsburg # } # add_achievement_global_variable_effect = { # VARIABLE = started_a_e_i_o_u_and_me_achievement # VALUE = yes # } # } # ## 20. The Iron and Golden King # add_achievement_global_variable_effect = { # VARIABLE = started_the_iron_and_golden_king_achievement # VALUE = yes # } # # ### RULER DESIGNER ACHIEVEMENT BLOCKS ### # if = { # limit = { # num_virtuous_traits >= 3 # } # add_achievement_flag_effect = { FLAG = rd_character_blocked_paragon_of_virtue_achievement_flag } # } # if = { # limit = { # any_child = { # count >= 10 # is_alive = yes # } # } # add_achievement_flag_effect = { FLAG = rd_character_blocked_the_succession_is_safe_achievement_flag } # } # if = { # limit = { # any_child = { # has_trait = inbred # } # } # add_achievement_flag_effect = { FLAG = rd_character_blocked_keeping_it_in_the_family_achievement_flag } # } # if = { # limit = { # highest_held_title_tier >= tier_empire # should_be_naked_trigger = yes # } # add_achievement_flag_effect = { FLAG = rd_character_blocked_the_emperors_new_clothes_achievement_flag } # } # if = { # limit = { # is_from_ruler_designer = yes # OR = { # fp1_achievement_culture_norse_trigger = yes # fp1_achievement_religious_norse_trigger = yes # } # } # add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_far_from_home_achievement } # add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_miklagardariki_achievement } # add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_faster_than_the_fox_achievement } # } # if = { # limit = { # any_ruler = { # is_from_ruler_designer = yes # } # } # add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_iberia_or_iberia_achievement } # add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_el_cid_achievement } # add_achievement_global_variable_effect = { # VARIABLE = any_ruler_designed_character_achievement # VALUE = yes # } # } # if = { # limit = { # has_mpo_dlc_trigger = yes # exists = character:125501 # character:125501 = { # is_alive = yes # } # } # character:125501 = { # create_story = story_temujin_flavor # trigger_event = { # days = { 12 30 } # id = mpo_temujin_flavor.0030 # Borte announces she's pregnant # } # } # } # } # } ### ACHIEVEMENT (FP3): The Ummayad Strikes Back # every_player = { # if = { # limit = { # dynasty = character:73683.dynasty # location = { geographical_region = world_europe_west_iberia } # } # set_global_variable = fp3_the_umma_strikes_back_achievement_tracker # Is not removed (sad!) # } # } ### ACHIEVEMENT: FROM RAGS TO RICHES TO RAGS TO RICHES every_player = { limit = { highest_held_title_tier = tier_county } add_achievement_global_variable_effect = { VARIABLE = achievement_rags_to_riches_to_rags_to_riches_valid VALUE = yes } } #Set starting cultural acceptance ##### NEOW CULTURES ##### ##### BRITANNICS ##### culture:soueyrneg = { change_cultural_acceptance = { target = culture:prytoneg value = 35 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:scouseg value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:strafclideg value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 35 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:norflander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 25 desc = cultural_acceptance_historical_relations } } culture:prytoneg = { change_cultural_acceptance = { target = culture:scouseg value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:strafclideg value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:norflander value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 35 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 45 desc = cultural_acceptance_historical_relations } } culture:scouseg = { change_cultural_acceptance = { target = culture:strafclideg value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 15 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:norflander value = 50 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 30 desc = cultural_acceptance_historical_relations } } culture:strafclideg = { change_cultural_acceptance = { target = culture:scottish value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gaelic value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 5 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:norflander value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 10 desc = cultural_acceptance_historical_relations } } ##### ANGLICS ##### culture:norflander = { change_cultural_acceptance = { target = culture:scottish value = 50 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gaelic value = 15 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 35 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 10 desc = cultural_acceptance_historical_relations } } culture:easlander = { change_cultural_acceptance = { target = culture:scottish value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gaelic value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:souflander value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 10 desc = cultural_acceptance_historical_relations } } culture:souflander = { change_cultural_acceptance = { target = culture:scottish value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:weslander value = 35 desc = cultural_acceptance_historical_relations } } culture:weslander = { change_cultural_acceptance = { target = culture:scottish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:welsh value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:cornish value = 30 desc = cultural_acceptance_historical_relations } } culture:gaelic = { change_cultural_acceptance = { target = culture:scottish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:norner value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:irish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:high_irish value = 30 desc = cultural_acceptance_historical_relations } } culture:scottish = { change_cultural_acceptance = { target = culture:norner value = 50 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:irish value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:high_irish value = 20 desc = cultural_acceptance_historical_relations } } culture:norner = { change_cultural_acceptance = { target = culture:irish value = 25 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:high_irish value = 10 desc = cultural_acceptance_historical_relations } } culture:irish = { change_cultural_acceptance = { target = culture:high_irish value = 60 desc = cultural_acceptance_historical_relations } } culture:manx = { change_cultural_acceptance = { target = culture:high_irish value = 10 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:irish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:strafclideg value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:scouseg value = 15 desc = cultural_acceptance_historical_relations } } culture:doggerlander = { change_cultural_acceptance = { target = culture:norflander value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:easlander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:angler value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:dutch value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:frisian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:danish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:dansk value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:ostsk value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:icelander value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:vestsk value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:scottish value = 20 desc = cultural_acceptance_historical_relations } } #### FRENCHIES #### culture:metropolitain = { change_cultural_acceptance = { target = culture:galo value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:picard value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:bourguignon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:axiton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:galo = { change_cultural_acceptance = { target = culture:picard value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:bourguignon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:axiton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:picard = { change_cultural_acceptance = { target = culture:bourguignon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:axiton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:bourguignon = { change_cultural_acceptance = { target = culture:axiton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:axiton = { change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:breton = { change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:gascon = { change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:normaund = { change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:occitan = { change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:patoues = { change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:poitevin = { change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:provencal = { change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } culture:rottisch = { change_cultural_acceptance = { target = culture:metropolitain value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galo value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:picard value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:bourguignon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:axiton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:breton value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:gascon value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:normaund value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:occitan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:patoues value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:poitevin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:provencal value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:pelonais value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:belge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:elsasse value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_sephardi value = 20 desc = cultural_acceptance_historical_relations } } ##### IBERIANS ##### culture:andorra = { change_cultural_acceptance = { target = culture:aragonese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:asturleonese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:balearic value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:basque value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:castilian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:aragonese = { change_cultural_acceptance = { target = culture:asturleonese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:balearic value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:basque value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:castilian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:asturleonese = { change_cultural_acceptance = { target = culture:balearic value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:basque value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:castilian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:balearic = { change_cultural_acceptance = { target = culture:basque value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:castilian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:basque = { change_cultural_acceptance = { target = culture:castilian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:castilian = { change_cultural_acceptance = { target = culture:catalan value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:extremeno = { change_cultural_acceptance = { target = culture:extremeno value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:galician = { change_cultural_acceptance = { target = culture:galician value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:llanito = { change_cultural_acceptance = { target = culture:llanito value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:NEOW_andalusian value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:NEOW_andalusian = { change_cultural_acceptance = { target = culture:portuguese value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } culture:portuguese = { change_cultural_acceptance = { target = culture:valencian value = 30 desc = cultural_acceptance_historical_relations } } #### MOSELLIC #### culture:belge = { change_cultural_acceptance = { target = culture:elsasse value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:letzebuerge value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:dutch value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:frisian value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:kleverlandish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:limburgisch value = 20 desc = cultural_acceptance_historical_relations } } culture:elsasse = { change_cultural_acceptance = { target = culture:letzebuerge value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:lorin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:dutch value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:frisian value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:kleverlandish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:limburgisch value = 20 desc = cultural_acceptance_historical_relations } } culture:letzebuerge = { change_cultural_acceptance = { target = culture:lorin value = 30 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:dutch value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:frisian value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:kleverlandish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:limburgisch value = 20 desc = cultural_acceptance_historical_relations } } culture:lorin = { change_cultural_acceptance = { target = culture:dutch value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:frisian value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:kleverlandish value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:limburgisch value = 20 desc = cultural_acceptance_historical_relations } } ##### VANILLA CULTURES ##### culture:vlach = { change_cultural_acceptance = { target = culture:serbian value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:croatian value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:bosnian value = 40 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:bulgarian value = 40 desc = cultural_acceptance_historical_relations } } culture:norse = { change_cultural_acceptance = { target = culture:sami value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:finnish value = 20 desc = cultural_acceptance_historical_relations } } culture:swedish = { change_cultural_acceptance = { target = culture:sami value = 20 desc = cultural_acceptance_historical_relations } change_cultural_acceptance = { target = culture:finnish value = 20 desc = cultural_acceptance_historical_relations } } culture:norwegian = { change_cultural_acceptance = { target = culture:sami value = 20 desc = cultural_acceptance_historical_relations } } #set up cultural acceptance between China and East Asian Empires to aid in the learning of Chinese effect for on_birthday_adulthood # if = { # limit = { game_start_date = 867.1.1 } # culture:japanese = { # change_cultural_acceptance = { # target = culture:han # value = 80 # desc = cultural_acceptance_historical_relations # } # } # culture:goguryeo = { # change_cultural_acceptance = { # target = culture:han # value = 80 # desc = cultural_acceptance_historical_relations # } # } # culture:silla = { # change_cultural_acceptance = { # target = culture:han # value = 80 # desc = cultural_acceptance_historical_relations # } # } # culture:baekje = { # change_cultural_acceptance = { # target = culture:han # value = 80 # desc = cultural_acceptance_historical_relations # } # } # culture:balhae = { # change_cultural_acceptance = { # target = culture:han # value = 80 # desc = cultural_acceptance_historical_relations # } # } # } # if = { # limit = { game_start_date = 1066.9.15 } # culture:japanese = { # change_cultural_acceptance = { # target = culture:han # value = 70 # desc = cultural_acceptance_historical_relations # } # } # culture:goryeo = { # change_cultural_acceptance = { # target = culture:han # value = 70 # desc = cultural_acceptance_historical_relations # } # } # } # if = { # limit = { game_start_date = 1178.10.1 } # culture:japanese = { # change_cultural_acceptance = { # target = culture:han # value = 60 # desc = cultural_acceptance_historical_relations # } # } # culture:goryeo = { # change_cultural_acceptance = { # target = culture:han # value = 60 # desc = cultural_acceptance_historical_relations # } # } # } # Specific innovation unlock if = { limit = { game_start_date >= 1066.1.1 } every_culture_global = { limit = { OR = { has_cultural_pillar = heritage_arabic this = culture:yemeni } } add_innovation = innovation_ghilman } } ### EP3 SETUP ### if = { limit = { has_ep3_dlc_trigger = yes } ### EP3 LAAMP SETUP ### # Resources. every_independent_ruler = { limit = { has_government = landless_adventurer_government } # Cash. add_gold = { value = { value = 0 add = prestige add = piety divide = 10 } } save_temporary_scope_as = adventurer_scope # Set CoA primary_title = { set_coa = scope:adventurer_scope.house } # Cleanup characters every_councillor = { if = { limit = { NOR = { has_council_position = councillor_court_chaplain has_council_position = councillor_spouse } } scope:adventurer_scope = { fire_councillor = prev } remove_opinion = { modifier = fired_from_council_opinion target = scope:adventurer_scope } } else_if = { limit = { NOR = { is_close_or_extended_family_of = prev has_relation_lover = prev has_relation_friend = prev is_consort_of = prev has_council_position = councillor_spouse } } death = { death_reason = death_vanished } } } # Evict everyone who isn't your family from your camp. every_courtier = { limit = { prev = { save_temporary_scope_as = char_temp } NOR = { dynasty ?= scope:char_temp.dynasty is_imprisoned_by = scope:char_temp # Plus any relations, who are presumably meant to be here. has_important_relationship_with_character_trigger = { CHARACTER = scope:char_temp } # Catch bastards and such that may be left over. is_close_or_extended_family_of = scope:char_temp } } move_to_pool = yes } # Courtiers. trigger_event = ep3_laamps.1001 } # # Starting camp purposes. # ## Hereweard the Wake # character:90028 ?= { # if = { # limit = { is_alive = yes } # add_realm_law_skip_effects = camp_purpose_brigands # if = { # limit = { # character:90160 = { # NOT = { is_courtier_of = character:90028 } # } # } # add_courtier = character:90160 # } # } # # Setup event for his story # trigger_event = { # id = ep3_laamps.5999 # days = { 1 2 } # } # } # ## El Cid # character:107590 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # if = { # limit = { # character:71391 = { # NOT = { is_courtier_of = character:107590 } # } # } # add_courtier = character:71391 # } # if = { # limit = { # character:castilian0248 = { # NOT = { is_courtier_of = character:107590 } # } # } # add_courtier = character:castilian0248 # } # if = { # limit = { # character:castilian0249 = { # NOT = { is_courtier_of = character:107590 } # } # } # add_courtier = character:castilian0249 # } # } # } # ## Robert Crispin # character:norman_crispin_06 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Hassan Sabbah # character:41702 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # ## Suleyman Qutalmishog # character:3046 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # trigger_event = bookmark.1073 # Suleyman's beef with Alp Arslan # } # } # ## Wallada bint al-Mustakfi # character:andalusian_0003 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # add_realm_law_skip_effects = equal_law # trigger_event = ep3_story_cycle_violet_poet.0001 # } # } # ## Roger Raoul # character:232504 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Taylu Danişmend # character:danishmendid_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Prince Takaoka (Shinnyo) # character:japanese_yamato_181 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # # and because history in character file does not work... # character:japanese_lowborn_1 = { set_employer = character:japanese_yamato_181 } # Anten # character:japanese_lowborn_2 = { set_employer = character:japanese_yamato_181 } # Enkaku # character:japanese_lowborn_3 = { set_employer = character:japanese_yamato_181 } # Akimaru # } # } # ## Ding Hui # character:ding_hui_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Zhu Quanzhong # character:zhu_quanzhong_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Miyoshi Kiyotsura # character:japanese_miyoshi_4 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # ## Ki Hwon # character:ki_hwon_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_brigands # } # } # ## Yŏn'gi Tosŏn # character:toson_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # ## Lý Do Độc # character:ly_do_doc_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Song Jiang # character:song_jiang_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # ## Yang Zongbao # character:yang_zongbao_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # character:furong_daokai_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:jojin_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:isawa_no_saburo_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # character:tsukushi_no_koretaka_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_brigands # } # } # character:kim_mu_che_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:baekho_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_brigands # } # } # character:khong_lo_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:nga_yamankan_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # character:mpu_bharada_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:wang_chuyi_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:jiang_kui_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:lembong_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_brigands # } # } # character:zhu_zhongba_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_explorers # } # } # character:quach_boc_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # character:il_eom_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } # character:gochi_in_no_tajima_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_mercenaries # } # } # character:shin_capata_1 ?= { # if = { # limit = { # is_alive = yes # has_government = landless_adventurer_government # } # add_realm_law_skip_effects = camp_purpose_scholars # } # } every_independent_ruler = { if = { limit = { is_landless_adventurer = yes } # C... food. domicile = { change_provisions = starting_provisions_value } # Contracts if = { limit = { is_ai = no } # Set up additional firing contracts. player_adventurer_contract_generation_on_wait_in_place_effect = yes #generate contracts if you are far away from your previous location player_adventurer_contract_generation_on_domicile_moved_effect = yes } else = { create_story = { type = story_adventurer_ai } trigger_event = { on_action = on_adventurer_ai_new_employer_arrival days = { 10 30 } } } # Sort our starting flavourisation. if = { limit = { has_realm_law = camp_purpose_mercenaries } set_variable = flavourise_camp_purpose_mercenaries } else_if = { limit = { has_realm_law = camp_purpose_wanderers } set_variable = flavourise_camp_purpose_wanderers } else_if = { limit = { has_realm_law = camp_purpose_scholars } set_variable = flavourise_camp_purpose_scholars } else_if = { limit = { has_realm_law = camp_purpose_explorers } set_variable = flavourise_camp_purpose_explorers } else_if = { limit = { has_realm_law = camp_purpose_brigands } set_variable = flavourise_camp_purpose_brigands } else_if = { limit = { has_realm_law = camp_purpose_legitimists } set_variable = flavourise_camp_purpose_legitimists } # And tally our numbers for performance purposes. add_to_global_variable_list = { name = laamps_tally target = this.primary_title } } ### EP3 ADMIN SETUP ### if = { limit = { government_allows = administrative } save_scope_as = top_liege ### EP3 NOBLE FAMILIES & DOMICILE SETUP ### random_held_title = { # May be removed once every_noble_family includes liege (TIT-51212) limit = { is_noble_family_title = yes } set_coa = scope:top_liege.house } every_noble_family = { # Ensure Noble Family CoA match House set_coa = holder.house # Ensure holders of historical noble family titles are the default house heads holder ?= { save_scope_as = nf_holder if = { limit = { is_landed = yes } capital_province = { save_scope_as = domicile_location } } house ?= { if = { limit = { house_head != scope:nf_holder } set_house_head = scope:nf_holder } } } } } } } # ### TGP SETUP ### # if = { # limit = { has_tgp_dlc_trigger = yes } # ### JAPAN # # # History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly. # # Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup). # if = { # limit = { has_dlc_feature = all_under_heaven } # title:e_japan.holder ?= { # # can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged. # if = { # limit = { # NOT = { government_has_flag = government_is_japan_administrative } # OR = { # has_government = feudal_government # has_government = japan_feudal_government # } # } # add_character_flag = tgp_japan_restore_japanese_government_flag # change_government = japan_administrative_government # remove_character_flag = tgp_japan_restore_japanese_government_flag # } # # Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law. # if = { # limit = { # government_has_flag = government_is_japan_administrative # NOT = { has_realm_law = japanese_regency_succession_law } # } # add_realm_law_skip_effects = japanese_regency_succession_law # } # } # } # # # Special variable that UI uses to display correct title # title:e_japan = { # # More starting house relations # holder = { # every_noble_family = { # holder.house ?= { # save_temporary_scope_as = house_temp # every_house_member = { # limit = { # is_married = yes # exists = primary_spouse.house # NOT = { # primary_spouse.house = { has_house_relation_with = scope:house_temp } # } # } # save_temporary_scope_as = member_temp # primary_spouse = { save_temporary_scope_as = spouse_temp } # house = { # change_house_relation_effect = { # HOUSE = scope:member_temp.primary_spouse.house # VALUE = house_relation_improve_minor_value # REASON = preexisting_marriage # CHAR = scope:member_temp # TARGET_CHAR = scope:spouse_temp # TITLE = scope:dummy_gender # } # } # } # } # } # } # } # # ### IMPERIAL FAMILY # title:k_chrysanthemum_throne.holder ?= { # save_scope_as = japanese_emperor # # Give him some cash # add_gold = monumental_gold_value # house = { # # ENSURE MEMBERS REMAIN IN COURT OF EMPEROR # every_house_member = { # limit = { # is_ruler = no # is_married = no # NOT = { liege = scope:japanese_emperor } # } # save_scope_as = imperial_family_member # scope:japanese_emperor = { add_courtier = scope:imperial_family_member } # } # } # # GET THOSE ROOKIE NUMBERS UP # dynasty = { # while = { # limit = { dynasty_prestige_level < high_dynasty_prestige_level } # add_dynasty_prestige_level = 1 # } # } # } # # ### DYNASTY TRACKING SETUP # japan_dynasty_tracker_setup_effect = yes # # # ### TGP NOBLE FAMILIES & DOMICILE SETUP ### # # Required due to landless top liege # title:e_japan.holder ?= { # add_realm_law_skip_effects = japanese_bureaucracy_1 # noble_family_title_realm_setup_effect = yes # every_vassal_or_below = { # Move Soryo domiciles to their own realm # limit = { # government_has_flag = government_is_japan_feudal # } # domicile ?= { move_domicile = owner.capital_province } # } # every_vassal_or_below = { # Move Ritsuryo domiciles to the capital # limit = { # government_has_flag = government_is_japan_administrative # } # domicile ?= { move_domicile = title:e_japan.holder.capital_province } # } # } # # if = { # limit = { # has_dlc_feature = all_under_heaven # exists = title:e_japan.holder # } # tgp_setup_historical_house_bloc_effect = yes # } # # # ### MANDALA # # #Starting Mandala Temple Complexes # #Dvaravati # province:10822 = { # add_great_building = mandala_capital_01 # if = { # limit = { # game_start_date >= 1066.1.1 # } # ruin_great_building = yes # } # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Haripunjaya # province:11441 = { # add_great_building = mandala_capital_01 # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Pagan # province:9550 = { # if = { # limit = { # game_start_date < 1066.1.1 # } # add_great_building = mandala_capital_01 # } # else_if = { # limit = { game_start_date >= 1066.1.1 } # add_great_building = mandala_capital_02 # } # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Angkor # province:10816 = { # if = { # limit = { # game_start_date < 1066.1.1 # } # add_great_building = mandala_capital_01 # } # else_if = { # limit = { game_start_date > 1066.09.15 } # add_great_building = mandala_capital_03 # } # else = { # add_great_building = mandala_capital_02 # } # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Srivijaya/Palembang # province:11296 = { # add_great_building = mandala_capital_02 # if = { # limit = { # game_start_date >= 1066.1.1 # } # ruin_great_building = yes #Could also be completely destroyed - almost nothing left today # } # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Mataram # #Prambanan # province:11343 = { # add_great_building = mandala_capital_01 # if = { # limit = { # game_start_date >= 1066.1.1 # } # ruin_great_building = yes # } # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # #Champa # #Indrapura # province:10830 = { # if = { # limit = { # game_start_date < 1066.1.1 # } # add_great_building = mandala_capital_01 # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # } # #Vijaya # province:10827 = { # if = { # limit = { game_start_date >= 1066.1.1 } # add_great_building = mandala_capital_01 # add_to_global_variable_list = { # Add to list so it can be found by the PoI # name = mandala_poi_list # target = this # } # } # } # #Apply the Godking AI story to Maharajas with a temple # every_independent_ruler = { # limit = { government_has_flag = government_is_mandala } # if = { # limit = { # is_ai = yes # highest_held_title_tier >= tier_kingdom # has_mandala_capital_trigger = yes # trigger_if = { # limit = { has_ruined_mandala_capital_trigger = yes } # less_than_max_amount_of_mandala_capitals_trigger = yes # } # } # create_story = story_mandala # } # } # #Tai Migrations # every_county_in_region = { # save all migration counties to variable list # region = custom_tai_migration_target # add_to_global_variable_list = { # name = tai_migration_target_counties # target = this # } # } # every_in_global_list = { # give all saved migration county holders the story # variable = tai_migration_target_counties # holder = { # if = { # limit = { # NOT = { # any_owned_story = { # type = story_tai_migrations # } # } # has_tgp_dlc_trigger = yes # any_realm_province = { # culture = { # NOT = { # has_cultural_pillar = heritage_tai # } # } # } # } # create_story = story_tai_migrations # } # } # } # } # ### TGP MERIT AND TREASURY HANDOUT ON GAME START ### # if = { # limit = { # has_tgp_dlc_trigger = yes # } # title:h_china.holder ?= { # # If the hegemon is from the ruler designer, let's ensure we got decent starting values # if = { # limit = { # is_from_ruler_designer = yes # } # if = { # limit = { # If we don't have enough legitimacy, let's increase it # legitimacy < legitimacy_level_3 # } # add_legitimacy = { # value = legitimacy_level_3 # add = 100 # To provide a margin and not drop down a level too quickly # subtract = legitimacy # } # } # if = { # limit = { # If the royal court is enabled, set it to a decent default # has_royal_court = yes # } # set_current_court_grandeur = court_grandeur_minimum_expected # } # # Let's add some starting currencies # add_prestige = 1000 # add_piety = 500 # change_influence = 1000 # dynasty ?= { add_dynasty_prestige = 500 } # } # # Set Grand Chancellor as Chinese diarchy # try_start_diarchy = grand_secretariat # } # } # ### TGP KOREA SETUP # if = { # # Special variable that UI uses to display correct title # limit = { # exists = title:e_goryeo.holder # has_tgp_dlc_trigger = yes # game_start_date >= 1066.1.1 # } # # GORYEO GOVERNORSHIP SETUP # title:d_bukgye = { add_to_temporary_list = goryeo_military_provinces } # title:d_donggye = { add_to_temporary_list = goryeo_military_provinces } # title:d_yukju = { add_to_temporary_list = goryeo_military_provinces } # every_in_list = { # list = goryeo_military_provinces # limit = { # holder ?= { is_governor = yes } # } # holder = { # vassal_contract_set_obligation_level = { # type = meritocratic_provinces # level = meritocratic_province_military # } # add_realm_law_skip_effects = meritocratic_military_appointment_succession_law # } # } # } # else_if = { # limit = { # exists = title:k_silla.holder # has_tgp_dlc_trigger = yes # game_start_date = 867.1.1 # } # # SILLA GOVERNORSHIP SETUP # title:d_bukgye = { add_to_temporary_list = silla_military_provinces } # title:d_donggye = { add_to_temporary_list = silla_military_provinces } # title:d_yukju = { add_to_temporary_list = silla_military_provinces } # every_in_list = { # list = silla_military_provinces # limit = { # holder ?= { is_governor = yes } # } # holder = { # vassal_contract_set_obligation_level = { # type = meritocratic_provinces # level = meritocratic_province_military # } # add_realm_law_skip_effects = meritocratic_military_appointment_succession_law # } # } # } # ### TGP JAPAN SETUP # if = { # limit = { # exists = title:e_japan.holder # has_tgp_dlc_trigger = yes # } # title:c_chikuzen ?= { # Dazaifu # if = { # limit = { # holder ?= { is_governor = yes } # } # holder = { # vassal_contract_set_obligation_level = { # type = japan_administrative_provinces # level = japan_administrative_province_trade # } # } # } # } # title:d_hitakami ?= { add_to_temporary_list = japan_military_provinces } # Mutsu # title:d_nushiro ?= { add_to_temporary_list = japan_military_provinces } # Dewa # every_in_list = { # list = japan_military_provinces # limit = { # holder ?= { is_governor = yes } # } # holder = { # vassal_contract_set_obligation_level = { # type = japan_administrative_provinces # level = japan_administrative_province_military # } # add_realm_law_skip_effects = japanese_military_appointment_succession_law # } # } # if = { # limit = { # game_start_date >= 1066.1.1 # game_start_date < 1178.10.1 # } # title:e_japan.holder = { # trigger_event = tgp_japan_career.0001 # every_vassal = { # trigger_event = tgp_japan_career.0001 # } # } # } # } # ##TEACH CHINESE TO RELEVENT NOBLES### # title:e_japan.holder ?= { # add_to_list = holder_to_learn_chinese # } # title:e_goryeo.holder ?= { # add_to_list = holder_to_learn_chinese # } # title:h_china.holder ?= { # every_tributary = { # add_to_list = holder_to_learn_chinese # } # } every_in_list = { list = holder_to_learn_chinese tgp_learn_chinese_effect_game_start = yes every_noble_family = { holder ?= { tgp_learn_chinese_effect_game_start = yes house = { every_house_member = { tgp_learn_chinese_effect_game_start = yes } } } } } # Saharan stuff. every_county_in_region = { region = custom_sahara_proper # Every county is in the region, not every province of every county, so we go to county to avoid iterating over every world province _then_ check which ones are in the region. every_county_province = { apply_saharan_provisions_debuff_effect = yes } } # 1066 Buildings if = { limit = { game_start_date >= 2555.1.1 game_start_date < 2784.10.1 } every_province = { limit = { has_holding = yes } generate_building = yes brewery_counter_start_effect = yes } every_domicile = { limit = { exists = owner } switch = { trigger = is_domicile_type estate = { if = { limit = { NOT = { has_domicile_building_or_higher = estate_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = estate_main_02 add_random_internal_estate_building = yes } fill_external_estate_building_effect = yes } japanese_manor = { if = { limit = { NOT = { has_domicile_building_or_higher = japanese_manor_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = japanese_manor_main_02 add_random_internal_japanese_manor_building = yes } fill_external_japanese_manor_building_effect = yes } east_asian_estate = { if = { limit = { NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = east_asian_estate_main_02 add_random_internal_east_asian_estate_building = yes } fill_external_east_asian_estate_building_effect = yes } } } } # 1178 Buildings else_if = { limit = { game_start_date >= 2784.10.1 } every_province = { limit = { has_holding = yes } generate_building = yes generate_building = yes generate_building = yes generate_building = yes generate_building = yes generate_building = yes if = { limit = { county.development_level >= 8 } generate_building = yes generate_building = yes } if = { limit = { county.development_level >= 10 } generate_building = yes } if = { limit = { county.development_level >= 12 } generate_building = yes } if = { limit = { county.development_level >= 14 } generate_building = yes generate_building = yes } if = { limit = { county.development_level >= 16 } generate_building = yes } if = { limit = { county.development_level >= 18 } generate_building = yes } if = { limit = { county.development_level >= 20 } generate_building = yes } if = { limit = { county.development_level >= 25 } generate_building = yes generate_building = yes generate_building = yes } brewery_counter_start_effect = yes } every_domicile = { #if = { # Left in if we want adventurers to spawn with stuff # limit = { # is_domicile_type = camp # } # add_domicile_building = camp_main_02 # add_domicile_building = camp_main_03 # random_list = { # 10 = { # add_domicile_building = supply_tent_01 # add_domicile_building = supply_tent_02 # random_list = { # 10 = { # add_domicile_building = supply_tent_sutler # } # 10 = { # add_domicile_building = supply_tent_mender # } # 10 = { # add_domicile_building = supply_tent_smithy # } # 10 = { # add_domicile_building = supply_tent_arsenal # } # } # } # 10 = { # add_domicile_building = barber_tent_01 # add_domicile_building = barber_tent_02 # random_list = { # 10 = { # add_domicile_building = barber_tent_surgeons_tools # } # 10 = { # add_domicile_building = barber_tent_dentists_tools # } # 10 = { # add_domicile_building = barber_tent_torturers_tools # } # } # } # 10 = { # add_domicile_building = baggage_train_01 # add_domicile_building = baggage_train_02 # random_list = { # 10 = { # add_domicile_building = baggage_train_ample_steeds # } # 10 = { # add_domicile_building = baggage_train_porters # } # 10 = { # add_domicile_building = baggage_train_trackers # } # 10 = { # add_domicile_building = baggage_train_kennel # } # } # } # } # random_list = { # 10 = { # add_domicile_building = mess_tent_01 # add_domicile_building = mess_tent_02 # random_list = { # 10 = { # add_domicile_building = mess_tent_herbalists # } # 10 = { # add_domicile_building = mess_tent_brewers # } # 10 = { # add_domicile_building = mess_tent_curers # } # 10 = { # add_domicile_building = mess_tent_bakers # } # 10 = { # add_domicile_building = mess_tent_cooks # } # } # } # 10 = { # add_domicile_building = camp_fire_01 # add_domicile_building = camp_fire_02 # random_list = { # 10 = { # add_domicile_building = camp_fire_trailing_musicians # } # 10 = { # add_domicile_building = camp_fire_wandering_poets # } # 10 = { # add_domicile_building = camp_fire_capering_fools # } # 10 = { # add_domicile_building = camp_fire_libations_for_the_lost # } # } # } # } # random_list = { # 10 = { # add_domicile_building = camp_perimeter_01 # add_domicile_building = camp_perimeter_02 # random_list = { # 10 = { # add_domicile_building = camp_perimeter_good_siting # } # 10 = { # add_domicile_building = camp_perimeter_fixed_layout # } # } # } # 10 = { # add_domicile_building = proving_grounds_01 # add_domicile_building = proving_grounds_02 # } # } #} every_domicile = { limit = { exists = owner } switch = { trigger = is_domicile_type estate = { if = { limit = { NOT = { has_domicile_building_or_higher = estate_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = estate_main_02 add_random_internal_estate_building = yes } if = { limit = { has_domicile_building = estate_main_02 NOT = { has_domicile_building_or_higher = estate_main_03 } owner.culture ?= { has_innovation = innovation_manorialism } } add_domicile_building = estate_main_03 while = { count = 2 add_random_internal_estate_building = yes } } fill_external_estate_building_effect = yes } japanese_manor = { if = { limit = { NOT = { has_domicile_building_or_higher = japanese_manor_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = japanese_manor_main_02 add_random_internal_japanese_manor_building = yes } if = { limit = { has_domicile_building = japanese_manor_main_02 NOT = { has_domicile_building_or_higher = japanese_manor_main_03 } owner.culture ?= { has_innovation = innovation_manorialism } } add_domicile_building = japanese_manor_main_03 while = { count = 2 add_random_internal_japanese_manor_building = yes } } fill_external_japanese_manor_building_effect = yes } east_asian_estate = { if = { limit = { NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 } owner.culture ?= { has_innovation = innovation_city_planning } } add_domicile_building = east_asian_estate_main_02 add_random_internal_east_asian_estate_building = yes } if = { limit = { has_domicile_building = east_asian_estate_main_02 NOT = { has_domicile_building_or_higher = east_asian_estate_main_03 } owner.culture ?= { has_innovation = innovation_manorialism } } add_domicile_building = east_asian_estate_main_03 while = { count = 2 add_random_internal_east_asian_estate_building = yes } } fill_external_east_asian_estate_building_effect = yes } } } } } # Purge family titles if Admin isn't enabled if = { limit = { NOT = { has_dlc_feature = roads_to_power } } every_ruler = { save_temporary_scope_as = this_ruler every_held_title = { limit = { is_noble_family_title = yes title_domicile ?= { is_domicile_type = estate } } scope:this_ruler = { destroy_title = prev } } } } every_county_in_region = { region = world_steppe limit = { uses_county_fertility = yes } if = { limit = { holder = { government_has_flag = government_is_nomadic } county_fertility > 20 county_fertility <= 90 } switch = { trigger = holder.primary_title.tier tier_empire = { change_county_fertility = { 16 32 } } tier_kingdom = { change_county_fertility = { 12 16 } } tier_duchy = { change_county_fertility = { 8 12 } } tier_county = { change_county_fertility = { 2 8 } } } } else_if = { limit = { holder = { government_has_flag = government_is_herder } } change_county_fertility = { 44 64 } } } every_player = { limit = { is_landed = yes } while = { count = 7 limit = { any_courtier = { count < 7 is_adult = yes } } save_scope_as = player_scope random_list = { 1 = { create_character = { employer = scope:player_scope age = { 20 30 } random_traits = yes gender_female_chance = scope:player_scope.marriage_gender_adjusted_female_chance culture = scope:player_scope.culture faith = scope:player_scope.faith after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 150 } } } } } 4 = { create_character = { employer = scope:player_scope age = { 20 40 } random_traits = yes gender_female_chance = 15 culture = scope:player_scope.culture faith = scope:player_scope.faith after_creation = { random_list = { 200 = { # Character is of average weight, nothing happens } 25 = { change_current_weight = -25 } 25 = { change_current_weight = -75 } 25 = { change_current_weight = 25 } 25 = { change_current_weight = 75 } 5 = { change_current_weight = 150 } } } } } } } } # Sanity check the setup if in debug mode if = { limit = { debug_only = yes } run_setup_tests_effect = yes } set_global_variable = game_has_started every_independent_ruler = { # Treasury setup for any government using treasury tgp_treasury_setup_effect = yes } # TGP China education track switch if = { limit = { exists = title:h_china.holder } title:h_china.holder = { add_to_list = realm_potential_education_flip_list } } if = { limit = { exists = title:e_goryeo.holder } title:e_goryeo.holder = { add_to_list = realm_potential_education_flip_list } } if = { limit = { exists = title:k_dali.holder } title:k_dali.holder = { add_to_list = realm_potential_education_flip_list } } if = { limit = { exists = title:k_viet.holder } title:k_viet.holder = { add_to_list = realm_potential_education_flip_list } } if = { limit = { exists = title:k_xia.holder } title:k_xia.holder = { add_to_list = realm_potential_education_flip_list } } if = { limit = { exists = title:e_andong.holder } title:e_andong.holder = { add_to_list = realm_potential_education_flip_list } } every_in_list = { list = realm_potential_education_flip_list every_vassal_or_below = { limit = { is_ai = yes OR = { is_governor = yes tgp_is_any_minister = yes } trigger_if = { limit = { has_trait_with_flag = civilian_province } OR = { vassal_contract_has_flag = celestial_military_appointment vassal_contract_has_flag = meritocratic_military_appointment } } trigger_else = { OR = { vassal_contract_has_flag = celestial_civil_appointment vassal_contract_has_flag = meritocratic_civil_appointment } } } if = { limit = { has_trait_with_flag = civilian_province } set_variable = { name = appointment_trait_override value = trait:education_martial_1 } } else = { set_variable = { name = appointment_trait_override value = trait:education_stewardship_1 } } } } if = { limit = { has_game_rule = no_easteregg_characters } # needed for error suppression as all characters are added to the list in the history if = { limit = { always = no } add_to_global_variable_list = { name = easteregg_characters_list target = this } } every_in_global_list = { variable = easteregg_characters_list limit = { is_ai = yes } death = { death_reason = death_vanished } } clear_global_variable_list = easteregg_characters_list } enable_and_run_succession_calculation = yes } events = { # game_rule.1011 #Hungarian Migration management. historical_artifacts.0023 # Historical Artifacts Generator coronation_events.0302 # ACH crown giveaway } } #$CHARACTER$.house = { # save_scope_as = character_house # # add_unity_value = { # value = { # value = $VALUE$ # if = { # House heads have a larger impact on unity # limit = { house_head = $CHARACTER$ } # multiply = unity_house_head_multiplier_value # } # } # character = $CHARACTER$ # desc = $DESC$ # } # }