@crown_authority_cooldown_years = 20 @tribal_authority_cooldown_years = 10 @imperial_bureaucracy_cooldown_years_1 = 10 @imperial_bureaucracy_cooldown_years_2 = 20 @imperial_bureaucracy_cooldown_years_3 = 30 @camp_purpose_prestige_cost = 1000 @camp_purpose_ai_will_do_malus_t3 = -30 @camp_purpose_ai_will_do_malus_t2 = -20 @camp_purpose_ai_will_do_malus_t1 = -10 @camp_purpose_ai_will_do_bonus_t1 = 10 @camp_purpose_ai_will_do_bonus_t2 = 20 @camp_purpose_ai_will_do_bonus_t3 = 30 crown_authority = { default = crown_authority_1 cumulative = yes flag = realm_law crown_authority_0 = { modifier = { barons_and_minor_landholders_opinion = 20 glory_hound_opinion = 10 parochial_opinion = 10 courtly_opinion = 5 } flag = uses_crown_authority can_keep = { realm_law_use_crown_authority = yes trigger_if = { limit = { has_government = administrative_government is_independent_ruler = no } liege = { has_realm_law = crown_authority_0 } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes } } crown_authority_1 = { modifier = { barons_and_minor_landholders_opinion = -30 glory_hound_opinion = -15 parochial_opinion = -15 courtly_opinion = -5 minority_opinion = -10 } flag = uses_crown_authority flag = title_revocation_allowed flag = vassal_retraction_allowed flag = can_change_partition_succession_laws flag = diarchs_want_to_subsidise_without_this_flag can_keep = { realm_law_use_crown_authority = yes trigger_if = { limit = { has_government = administrative_government is_independent_ruler = no } liege = { has_realm_law = crown_authority_1 } } } can_pass = { trigger_if = { limit = { has_realm_law = crown_authority_0 } custom_description = { subject = root text = "has_crown_authority_cooldown" NAND = { has_variable = crown_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } can_pass_law_ca1_trigger = yes } pass_cost = { prestige = { if = { limit = { NOR = { has_realm_law = crown_authority_2 has_realm_law = crown_authority_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = crown_authority_cooldown years = @crown_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = crown_authority_0 } value = 1 } } } crown_authority_2 = { modifier = { barons_and_minor_landholders_opinion = -10 glory_hound_opinion = -10 parochial_opinion = -10 courtly_opinion = -5 zealot_opinion = -10 minority_opinion = -10 vassal_tax_contribution_mult = 0.1 vassal_levy_contribution_mult = 0.1 } flag = uses_crown_authority flag = vassal_internal_wars_banned flag = vassal_refusal_is_treason flag = can_change_succession_laws flag = titles_cannot_leave_realm_on_succession # Hardcoded flag can_keep = { realm_law_use_crown_authority = yes trigger_if = { limit = { has_government = administrative_government is_independent_ruler = no } liege = { has_realm_law = crown_authority_2 } } } can_pass = { trigger_if = { limit = { NOT = { has_realm_law = crown_authority_3 } NAND = { has_government = administrative_government is_independent_ruler = no } } has_realm_law = crown_authority_1 custom_description = { subject = root text = "has_crown_authority_cooldown" NAND = { has_variable = crown_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } can_pass_law_ca2_trigger = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law = crown_authority_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = crown_authority_cooldown years = @crown_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = crown_authority_1 } value = 1 } } } crown_authority_3 = { modifier = { barons_and_minor_landholders_opinion = -20 glory_hound_opinion = -25 parochial_opinion = -25 courtly_opinion = -10 zealot_opinion = -20 minority_opinion = -30 vassal_tax_contribution_mult = 0.25 vassal_levy_contribution_mult = 0.25 } flag = uses_crown_authority flag = vassal_all_wars_banned flag = can_designate_heirs flag = max_authority_level can_keep = { realm_law_use_crown_authority = yes trigger_if = { limit = { has_government = administrative_government is_independent_ruler = no } liege = { has_realm_law = crown_authority_3 } } } can_pass = { trigger_if = { limit = { NAND = { has_government = administrative_government is_independent_ruler = no } } has_realm_law = crown_authority_2 custom_description = { subject = root text = "has_crown_authority_cooldown" NAND = { has_variable = crown_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } can_pass_law_ca3_trigger = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law = crown_authority_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = crown_authority_cooldown years = @crown_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } } } tribal_authority = { default = tribal_authority_1 cumulative = yes flag = realm_law tribal_authority_0 = { modifier = { glory_hound_opinion = 10 parochial_opinion = 10 courtly_opinion = 5 } flag = uses_tribal_authority flag = imprisonment_toggle_enable can_keep = { realm_law_use_tribal_authority = yes } #Imprisonment is disabled if you have this law. Script is in the interaction, currently in 00_prison_interactions. on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes } } tribal_authority_1 = { modifier = { glory_hound_opinion = -15 parochial_opinion = -15 courtly_opinion = -5 minority_opinion = -10 } flag = uses_tribal_authority flag = can_change_succession_laws flag = imprisonment_toggle_on can_keep = { realm_law_use_tribal_authority = yes } can_pass = { trigger_if = { limit = { has_realm_law = tribal_authority_0 } custom_description = { subject = root text = "has_tribal_authority_cooldown" NAND = { has_variable = tribal_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } } pass_cost = { prestige = { if = { limit = { NOR = { has_realm_law = tribal_authority_2 has_realm_law = tribal_authority_3 } } add = increase_tribal_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = tribal_authority_cooldown years = @tribal_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = tribal_authority_0 } value = 1 } } } tribal_authority_2 = { modifier = { glory_hound_opinion = -10 parochial_opinion = -10 courtly_opinion = -5 zealot_opinion = -10 minority_opinion = -10 } flag = uses_tribal_authority flag = title_revocation_allowed flag = vassal_retraction_allowed flag = diarchs_want_to_subsidise_without_this_flag can_keep = { realm_law_use_tribal_authority = yes } can_pass = { trigger_if = { limit = { NOT = { has_realm_law = tribal_authority_3 } } has_realm_law = tribal_authority_1 custom_description = { subject = root text = "has_tribal_authority_cooldown" NAND = { has_variable = tribal_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law = tribal_authority_3 } } add = increase_tribal_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = tribal_authority_cooldown years = @tribal_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = tribal_authority_1 } value = 1 } } } tribal_authority_3 = { modifier = { glory_hound_opinion = -25 parochial_opinion = -25 courtly_opinion = -10 zealot_opinion = -20 minority_opinion = -30 } flag = uses_tribal_authority flag = max_authority_level #Settling is disabled unless you have this law. Script is in the decisions, currently in 80_major_decisions. #Reforming pagan religions (but not creating other faiths) is disabled unless you have this law. Script is in the reformation prereqs, currently in 00_rules. can_keep = { realm_law_use_tribal_authority = yes } can_pass = { has_realm_law = tribal_authority_2 custom_description = { subject = root text = "has_tribal_authority_cooldown" NAND = { has_variable = tribal_authority_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } pass_cost = { prestige = increase_tribal_authority_prestige_cost } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = tribal_authority_cooldown years = @tribal_authority_cooldown_years } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = tribal_authority_2 } value = 1 } if = { # Genghis is fundamentally uninterested in settling as feudal, and doesn't care for the additional -20 vassal opinion! limit = { has_title = title:e_mongol_empire } value = -10 } } } } camp_purpose = { default = camp_purpose_wanderers flag = realm_law camp_purpose_wanderers = { flag = uses_camp_purpose flag = can_change_succession_laws flag = can_change_purpose_for_free can_keep = { realm_law_use_camp_purpose = yes } pass_cost = { prestige = @camp_purpose_prestige_cost } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_wanderers local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_wanderers_modifier } } ai_will_do = { value = 0 } } camp_purpose_mercenaries = { flag = uses_camp_purpose flag = can_change_succession_laws flag = laamp_contracts_weight_up_mercenary flag = laamp_contracts_weight_up_martial flag = laamp_contracts_weight_up_prowess flag = martial_camp_purpose # Camp unlocks. flag = unlocks_baggage_train_siege_engineers flag = unlocks_proving_grounds_lockwagon flag = unlocks_camp_perimeter_palisade flag = unlocks_camp_perimeter_ditch can_keep = { realm_law_use_camp_purpose = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law_flag = can_change_purpose_for_free } } value = @camp_purpose_prestige_cost } } } modifier = { men_at_arms_cap = 1 embarkation_cost_mult = -0.5 knight_limit = 8 } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_mercenaries local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_mercenaries_modifier } } ai_will_do = { # Traits. ## Education. if = { limit = { has_trait = education_martial } add = @camp_purpose_ai_will_do_bonus_t3 } ## Personality. ### Cultural traditions if = { limit = { culture = { OR = { has_cultural_parameter = much_more_likely_to_be_laamps has_cultural_parameter = more_likely_to_be_laamps } } } add = @camp_purpose_ai_will_do_bonus_t3 } ### Wrathful if = { limit = { has_trait = wrathful } add = @camp_purpose_ai_will_do_bonus_t3 } ### Calm if = { limit = { has_trait = calm } add = @camp_purpose_ai_will_do_malus_t3 } ### Callous if = { limit = { has_trait = callous } add = @camp_purpose_ai_will_do_bonus_t3 } ### Sadistic if = { limit = { has_trait = sadistic } add = @camp_purpose_ai_will_do_bonus_t3 } ### Compassionate if = { limit = { has_trait = compassionate } add = @camp_purpose_ai_will_do_malus_t3 } ### Brave if = { limit = { has_trait = brave } add = @camp_purpose_ai_will_do_bonus_t3 } ### Craven if = { limit = { has_trait = craven } add = @camp_purpose_ai_will_do_malus_t3 } # If we've picked a purpose, don't change it. if = { limit = { NOT = { has_realm_law = camp_purpose_wanderers } } multiply = 0 } } } camp_purpose_scholars = { modifier = { monthly_lifestyle_xp_gain_mult = 0.2 } flag = uses_camp_purpose flag = can_change_succession_laws flag = laamp_contracts_weight_up_learning flag = laamp_contracts_weight_up_stewardship flag = laamp_contracts_weight_up_diplomacy_slight flag = nerd_camp_purpose # Camp unlocks. flag = unlocks_baggage_train_siege_engineers flag = unlocks_barber_tent_reference_corpus flag = unlocks_barber_tent_morticians_tools flag = unlocks_baggage_train_scribes flag = unlocks_baggage_train_ascetics flag = unlocks_camp_fire_nightly_debates flag = unlocks_proving_grounds_martial_study can_keep = { realm_law_use_camp_purpose = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law_flag = can_change_purpose_for_free } } value = @camp_purpose_prestige_cost } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_scholars local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_scholars_modifier } } ai_will_do = { # Traits. ## Education. if = { limit = { has_trait = education_learning } add = @camp_purpose_ai_will_do_bonus_t3 } if = { limit = { has_trait = education_stewardship } add = @camp_purpose_ai_will_do_bonus_t1 } ## Personality. ### Honest if = { limit = { has_trait = honest } add = @camp_purpose_ai_will_do_bonus_t1 } ### Generous if = { limit = { has_trait = generous } add = @camp_purpose_ai_will_do_bonus_t2 } ### Calm if = { limit = { has_trait = calm } add = @camp_purpose_ai_will_do_bonus_t2 } ### Wrathful if = { limit = { has_trait = wrathful } add = @camp_purpose_ai_will_do_malus_t2 } ### Eccentric if = { limit = { has_trait = eccentric } add = @camp_purpose_ai_will_do_bonus_t3 } ### Patient if = { limit = { has_trait = patient } add = @camp_purpose_ai_will_do_bonus_t3 } ### Impatient if = { limit = { has_trait = impatient } add = @camp_purpose_ai_will_do_malus_t3 } ### Shy if = { limit = { has_trait = shy } add = @camp_purpose_ai_will_do_bonus_t1 } ### Gregarious if = { limit = { has_trait = gregarious } add = @camp_purpose_ai_will_do_malus_t1 } # If we've picked a purpose, don't change it. if = { limit = { NOT = { has_realm_law = camp_purpose_wanderers } } multiply = 0 } } } camp_purpose_explorers = { modifier = { character_travel_speed_mult = 0.25 coastal_sea_travel_danger = medium_sea_danger_reduction sea_travel_danger = medium_sea_danger_reduction } flag = uses_camp_purpose flag = can_change_succession_laws flag = laamp_contracts_weight_up_transport flag = laamp_contracts_weight_up_diplomacy flag = laamp_contracts_weight_up_intrigue flag = laamp_contracts_weight_up_martial_slight # Camp unlocks. flag = unlocks_supply_tent_reserve_provisions flag = unlocks_supply_tent_reserve_water flag = unlocks_supply_tent_climbing_gear flag = unlocks_camp_fire_local_hangers_on flag = unlocks_camp_perimeter_extra_watch can_keep = { realm_law_use_camp_purpose = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law_flag = can_change_purpose_for_free } } value = @camp_purpose_prestige_cost } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_explorers local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_explorers_modifier } } ai_will_do = { # Traits. ## Education. if = { limit = { has_trait = education_diplomacy } add = @camp_purpose_ai_will_do_bonus_t3 } if = { limit = { has_trait = education_stewardship } add = @camp_purpose_ai_will_do_bonus_t2 } ## Personality. ### Diligent if = { limit = { has_trait = diligent } add = @camp_purpose_ai_will_do_bonus_t2 } ### Lazy if = { limit = { has_trait = lazy } add = @camp_purpose_ai_will_do_malus_t2 } ### Athletic if = { limit = { has_trait = athletic } add = @camp_purpose_ai_will_do_bonus_t3 } ### Brave if = { limit = { has_trait = brave } add = @camp_purpose_ai_will_do_bonus_t2 } ### Craven if = { limit = { has_trait = craven } add = @camp_purpose_ai_will_do_malus_t2 } ### Eccentric if = { limit = { has_trait = eccentric } add = @camp_purpose_ai_will_do_bonus_t2 } ### Stubborn if = { limit = { has_trait = stubborn } add = @camp_purpose_ai_will_do_bonus_t1 } ### Fickle if = { limit = { has_trait = fickle } add = @camp_purpose_ai_will_do_bonus_t2 } ### Humble if = { limit = { has_trait = humble } add = @camp_purpose_ai_will_do_bonus_t2 } ### Arrogant if = { limit = { has_trait = arrogant } add = @camp_purpose_ai_will_do_malus_t2 } # If we've picked a purpose, don't change it. if = { limit = { NOT = { has_realm_law = camp_purpose_wanderers } } multiply = 0 } } } camp_purpose_brigands = { flag = uses_camp_purpose flag = can_change_succession_laws flag = laamp_contracts_weight_up_criminal flag = laamp_contracts_weight_up_prowess flag = laamp_contracts_weight_up_intrigue flag = martial_camp_purpose # Camp unlocks. flag = unlocks_proving_grounds_lockwagon flag = unlocks_barber_tent_morticians_tools flag = unlocks_supply_tent_subdued_gear flag = unlocks_baggage_train_ransom_cages flag = unlocks_baggage_train_negotiators flag = unlocks_camp_fire_juicy_rumors flag = unlocks_proving_grounds_the_stick_game can_keep = { realm_law_use_camp_purpose = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law_flag = can_change_purpose_for_free } } value = @camp_purpose_prestige_cost } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_brigands local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_brigands_modifier } } modifier = { embarkation_cost_mult = -0.5 knight_limit = 3 } ai_will_do = { # Traits. ## Education. if = { limit = { has_trait = education_intrigue } add = @camp_purpose_ai_will_do_bonus_t3 } ### Cultural traditions if = { limit = { culture = { OR = { has_cultural_parameter = much_more_likely_to_be_laamps has_cultural_parameter = more_likely_to_be_laamps } } } add = @camp_purpose_ai_will_do_bonus_t3 } ## Personality. ### Deceitful. if = { limit = { has_trait = deceitful } add = @camp_purpose_ai_will_do_bonus_t3 } ### Honest. if = { limit = { has_trait = honest } add = @camp_purpose_ai_will_do_malus_t3 } ### Arbitrary. if = { limit = { has_trait = arbitrary } add = @camp_purpose_ai_will_do_bonus_t3 } ### Just, if = { limit = { has_trait = just } add = @camp_purpose_ai_will_do_malus_t3 } ### Greedy + either Humble or Content. if = { limit = { has_trait = greedy OR = { has_trait = humble has_trait = content } } add = @camp_purpose_ai_will_do_bonus_t2 } ### Generous. if = { limit = { has_trait = generous } add = @camp_purpose_ai_will_do_malus_t2 } ### Arrogant. if = { limit = { has_trait = arrogant } add = @camp_purpose_ai_will_do_malus_t2 } ### Ambitious. if = { limit = { has_trait = ambitious } add = @camp_purpose_ai_will_do_malus_t2 } ### Wrathful. if = { limit = { has_trait = wrathful } add = @camp_purpose_ai_will_do_bonus_t1 } ### Calm. if = { limit = { has_trait = calm } add = @camp_purpose_ai_will_do_malus_t1 } ### Sadistic. if = { limit = { has_trait = sadistic } add = @camp_purpose_ai_will_do_bonus_t2 } ### Callous. if = { limit = { has_trait = callous } add = @camp_purpose_ai_will_do_bonus_t2 } ### Compassionate. if = { limit = { has_trait = compassionate } add = @camp_purpose_ai_will_do_malus_t2 } # If we've picked a purpose, don't change it. if = { limit = { NOT = { has_realm_law = camp_purpose_wanderers } } multiply = 0 } } } camp_purpose_legitimists = { flag = uses_camp_purpose flag = can_change_succession_laws flag = martial_camp_purpose # Camp unlocks. flag = unlocks_baggage_train_scribes flag = unlocks_proving_grounds_martial_study flag = unlocks_baggage_train_proof_of_claims flag = unlocks_baggage_train_ransom_cages flag = unlocks_camp_fire_future_dreams flag = unlocks_proving_grounds_bodyguard_drills can_keep = { realm_law_use_camp_purpose = yes ep3_can_have_legitimists_camp_purpose_trigger = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law_flag = can_change_purpose_for_free } } value = @camp_purpose_prestige_cost } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes # Remove inappropriate buildings. laamp_clear_inappropriate_buildings_effect = yes # Adjust flavourisation. remove_camp_purpose_flavourisation_variables_effect = yes set_variable = flavourise_camp_purpose_legitimists local_arbitration_boon_set_purpose_effect = { MODIFIER = landless_local_arbitration_legitimists_modifier } } modifier = { men_at_arms_cap = 1 knight_limit = 8 } ai_will_do = { # Weight up legitimists inherently. value = 100 # Traits. ## Education. if = { limit = { OR = { has_trait = education_diplomacy has_trait = education_martial } } add = @camp_purpose_ai_will_do_bonus_t3 } ## Personality. ### Ambitious if = { limit = { has_trait = ambitious } add = @camp_purpose_ai_will_do_bonus_t3 } ### Content if = { limit = { has_trait = content } add = @camp_purpose_ai_will_do_malus_t3 } ### Arrogant if = { limit = { has_trait = arrogant } add = @camp_purpose_ai_will_do_bonus_t3 } ### Humble if = { limit = { has_trait = humble } add = @camp_purpose_ai_will_do_malus_t3 } ### Vengeful if = { limit = { has_trait = vengeful } add = @camp_purpose_ai_will_do_bonus_t3 } ### Forgiving if = { limit = { has_trait = forgiving } add = @camp_purpose_ai_will_do_malus_t3 } # If we've picked a purpose, don't change it. if = { limit = { NOT = { has_realm_law = camp_purpose_wanderers } } multiply = 0 } } } } imperial_bureaucracy = { default = imperial_bureaucracy_1 cumulative = yes flag = realm_law imperial_bureaucracy_0 = { modifier = { barons_and_minor_landholders_opinion = 20 glory_hound_opinion = 10 parochial_opinion = 10 courtly_opinion = 5 } flag = uses_imperial_bureaucracy flag = titles_cannot_leave_realm_on_succession # Hardcoded flag can_keep = { realm_law_use_imperial_bureaucracy = yes trigger_if = { limit = { is_independent_ruler = no } liege = { has_realm_law = imperial_bureaucracy_0 } } } can_pass = { trigger_if = { limit = { is_independent_ruler = no liege = { has_realm_law = imperial_bureaucracy_0 } } custom_tooltip = { text = imperial_bureaucracy_pending_law_change always = no } } } on_pass = { # Remove modifiers. remove_law_related_modifiers_effect = yes } } imperial_bureaucracy_1 = { modifier = { barons_and_minor_landholders_opinion = -30 glory_hound_opinion = -15 parochial_opinion = -15 courtly_opinion = -5 minority_opinion = -10 administrative_government_tax_contribution_add = 0.05 vassal_limit = 100 } flag = uses_imperial_bureaucracy flag = title_revocation_allowed flag = vassal_retraction_allowed flag = can_change_partition_succession_laws flag = vassal_internal_wars_banned flag = diarchs_want_to_subsidise_without_this_flag can_keep = { realm_law_use_imperial_bureaucracy = yes trigger_if = { limit = { is_independent_ruler = no } liege = { has_realm_law = imperial_bureaucracy_1 } } } can_pass = { trigger_if = { limit = { has_realm_law = imperial_bureaucracy_0 is_independent_ruler = yes } custom_description = { subject = root text = "has_imperial_bureaucracy_cooldown" NAND = { has_variable = imperial_bureaucracy_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } trigger_if = { limit = { is_independent_ruler = no liege = { has_realm_law = imperial_bureaucracy_1 } } custom_tooltip = { text = imperial_bureaucracy_pending_law_change always = no } } can_pass_law_ca1_trigger = yes } pass_cost = { prestige = { if = { limit = { NOR = { has_realm_law = imperial_bureaucracy_2 has_realm_law = imperial_bureaucracy_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = imperial_bureaucracy_cooldown years = @imperial_bureaucracy_cooldown_years_1 } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = imperial_bureaucracy_0 } value = 1 } } } imperial_bureaucracy_2 = { modifier = { barons_and_minor_landholders_opinion = -10 glory_hound_opinion = -10 parochial_opinion = -10 courtly_opinion = -5 zealot_opinion = -10 minority_opinion = -10 administrative_government_tax_contribution_add = 0.05 republic_government_tax_contribution_add = 0.05 vassal_limit = 100 } flag = uses_imperial_bureaucracy flag = vassal_refusal_is_treason flag = can_change_succession_laws flag = vassal_all_wars_banned flag = admin_change_vassal_gov_cheaper flag = admin_title_troop_cost_reduction can_keep = { realm_law_use_imperial_bureaucracy = yes trigger_if = { limit = { is_independent_ruler = no } liege = { has_realm_law = imperial_bureaucracy_2 } } } can_pass = { trigger_if = { limit = { NOT = { has_realm_law = imperial_bureaucracy_3 } is_independent_ruler = yes } has_realm_law = imperial_bureaucracy_1 custom_description = { subject = root text = "has_imperial_bureaucracy_cooldown" NAND = { has_variable = imperial_bureaucracy_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } trigger_if = { limit = { is_independent_ruler = no liege = { has_realm_law = imperial_bureaucracy_2 } } custom_tooltip = { text = imperial_bureaucracy_pending_law_change always = no } } can_pass_law_ca2_trigger = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law = imperial_bureaucracy_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = imperial_bureaucracy_cooldown years = @imperial_bureaucracy_cooldown_years_2 } # Remove modifiers. remove_law_related_modifiers_effect = yes } ai_will_do = { if = { limit = { has_realm_law = imperial_bureaucracy_1 } value = 1 } } } imperial_bureaucracy_3 = { modifier = { barons_and_minor_landholders_opinion = -20 glory_hound_opinion = -25 parochial_opinion = -25 courtly_opinion = -10 zealot_opinion = -20 minority_opinion = -30 administrative_government_tax_contribution_add = 0.1 republic_government_tax_contribution_add = 0.05 vassal_limit = 200 } flag = uses_imperial_bureaucracy flag = vassal_all_wars_banned_permanent flag = max_authority_level flag = admin_title_troop_cost_reduction_high can_keep = { realm_law_use_imperial_bureaucracy = yes trigger_if = { limit = { is_independent_ruler = no } liege = { has_realm_law = imperial_bureaucracy_3 } } } can_pass = { trigger_if = { limit = { is_independent_ruler = yes } has_realm_law = imperial_bureaucracy_2 custom_description = { subject = root text = "has_imperial_bureaucracy_cooldown" NAND = { has_variable = imperial_bureaucracy_cooldown NOT = { culture = { has_innovation = innovation_all_things } } } } } trigger_if = { limit = { is_independent_ruler = no liege = { has_realm_law = imperial_bureaucracy_3 } } custom_tooltip = { text = imperial_bureaucracy_pending_law_change always = no } } can_pass_law_ca3_trigger = yes } pass_cost = { prestige = { if = { limit = { NOT = { has_realm_law = imperial_bureaucracy_3 } } add = increase_crown_authority_prestige_cost } } } on_pass = { # Increment cooldown breaker tally, if appropriate. calculate_authority_cooldown_break_effect = yes # Set regular cooldown. set_variable = { name = imperial_bureaucracy_cooldown years = @imperial_bureaucracy_cooldown_years_3 } # Remove modifiers. remove_law_related_modifiers_effect = yes } } }