my_government = { ### brief: government_rules ( enum bitmask container ) # Properties of a government type that referenced in code and also # can be tested by government_allows/disallows triggers. # The example value is the default assigned value for the flag. # All of these are referenced in code. # # Note: these are also supported outside of this data structure for # the duration of Roads to Power, but this functionality is # deprecated. # government_rules = { ### brief: create_cadet_branches ( bool ) # Should rulers be able to create cadet branches # create_cadet_branches = no ### brief: religious ( bool ) # Should rulers be considered clergy # religious = no ### brief: court_generate_spouses ( bool ) # Should new realm get suitable spouses as courtiers # court_generate_spouses = yes ### brief: council ( bool ) # The council is available for this ruler # council = yes ### brief: rulers_should_have_dynasty ( bool ) # Rulers of this government type generate a dynasty # rulers_should_have_dynasty = no ### brief: regiments_prestige_as_gold ( bool ) # Is this govenmnet type using prestige to buy and reinforce # MaA Regiments? ( mainteance still costs gold ). # regiments_prestige_as_gold = no ### brief: dynasty_named_realms ( bool ) # Allow using dynasty name as realm name # dynasty_named_realms = no ### brief: royal_court ( bool ) # Should this government allow having a royal court if of the # correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER # royal_court = no ### brief: legitimacy ( bool ) # Rulers can have legitimacy if there's one valid for them # legitimacy = yes ### brief: administrative ( bool ) # Rule control several admin government mechanics: # - Top liege can have landless vassal who are house heads of # noble families. # - Allow hiring and usage of MaA that belong to a title # # Requires the dlc_flag admin_gov # administrative = no ### brief: landless_playable ( bool ) # Allow rulers be playable even when they don't have any county # or barony. # # Requires the dlc_flag landless_playable # landless_playable = no ### brief: use_as_base_on_landed ( bool ) # Switch to this government type when obtaining your first title (becoming landed) if the old holder of the title # was this government type # use_as_base_on_landed = no ### brief: use_as_base_on_rank_up ( bool ) # Switch to this government type when independent ruler gets higher tier top tier title from # independent ruler with this government type # use_as_base_on_rank_up = no ### brief: conditional_maa_refill ( bool ) # Maa won't normally reinforce, unless they meet specific # condition in MaA type trigger. Make sure only a very small # number of rulers use this option, because it can negatively # affect performance. Rulers with this government flag also # do not pay upkeep for their MAAs. # conditional_maa_refill = no ### brief: mercenary ( bool ) # Can unlanded rulers with this government type offer # themselves up as mercenaries for landed rulers that are at # war? The mercenary company government type is explicitly NOT # using this rule, as it has separate handling. # # Note: this is not the same as the government flag # government_is_mercenary, which is referring specifically to # the mercenary company government type. # mercenary = no ### brief: use_title_tier_modifiers ( bool ) # Enable passive prestige gain from held titles and title tier modifiers # Default is yes. use_title_tier_modifiers = yes ### brief: inherit_from_dynastic_government ( bool ) # All governments are split in 2 groups - strong dynastic and non-dynastic ones # Rulers from different dynastic governments can freely inherit from other dynastic governments # Rulers from non-dynastic governemnt can't inherit from a dynastic one # Many non-dynastic governments are unplayable, so it prevents game over # Other non-dynastic governments are considered more advanced, and this prevents inferior # dynastic governments from stealing land and non-dynastic vassals via inheritance # Default is yes. inherit_from_dynastic_government = yes } ### brief: always_use_patronym ( bool ) # Patronyms will display for characters if either their Culture or # Government has this. Default is no. # always_use_patronym = no ### brief: affected_by_development ( bool ) # Are the counties with owners with this government type affected # by development. # affected_by_development = yes ### brief: fallback ( integer ) # At least one government should be scripted as fallback, fallback # governments will be selected in order of priority (1 is selected # over 2), used when lacking other selection and when populating # the map with holdings but no county holder exists. This value # will define this government's priority as a fallback when other # government types are invalid. # fallback = 0 ### brief: can_get_government ( trigger ) # Trigger in character scope; checked when landed to see if it is # an appropriate government. If failed, won't get this government # (fallback will be used even if this fails if no other government # is valid) # # Supported scopes: # root: ( Character ) # Character being evaluated for the government type # can_get_government = { ... } ### brief: primary_holding ( database key ) # What is the primary holding type of this government type? Key is # mapped to the holdings database: common/holdings/ # primary_holding = castle_holding ### brief: valid_holdings ( array of database keys ) # Holdings that can be held directly by rulers of this government # type. The primary holding is always valid. Keys are mapped to the # holdings database: common/holdings/ # valid_holdings = { church_holding } ### brief: required_county_holdings ( array of database keys ) # Which holdings must be present in a county before more of an # existing type or others can be built. Keys are mapped to the # holdings database: common/holdings/ # required_county_holdings = { castle_holding city_holding } ### brief: primary_heritages ( array of database keys ) # A list of heritages for which this government type is valid and # preferred. If both primary_cultures and primary_heritages are # empty, there are no cultural restrictions or preferences. Keys # are mapped to all entries within common/culture/pillars with the # heritage type. # primary_heritages = { ... } ### brief: preferred_religions ( array of database keys ) # A list of religions for which this government type is preferred. # Keys are mapped to common/religion/religions # preferred_religions = { ... } ### brief: court_generate_commanders ( integer / bool ) # Should commanders be generated in courts of this government? Can # use a multiplier to the default number. # yes = 1, no = 0 # court_generate_commanders = yes / no / [0, int_max] # brief: supply_limit_mult_for_others ( fixed point ) # Army owners of different govenment type have this multiplier # applied to the supply limit # supply_limit_mult_for_others = 0 ### brief: prestige_opinion_override ( array of int ) # Override for the opinion bonus that prestige levels gain, number # of values should match the define in NCharacterOpinion:: # PRESTIGIOUS # prestige_opinion_override = { -20 10 ... } ### brief: vassal_contract ( array of database keys ) # Vassal obligations, how much does the vassal give to their liege. # The vassal's government type determines which contract type is # used.Note that the values can be changed with the # vassal_tax_contribution_add and vassal_levy_contribution_add # modifiers. Key are mapped to the vassal contracts database: # common/vassal_contracts/ # vassal_contract = { # List of vassal contract types } ### brief: house_unity ( database key, optional ) # Database key pointing to a configuration of house unity this # government uses if applicable. Key is mapped to # common/house_unities # house_unity = house_unity_key ### brief: domicile_type ( database key, optional ) # Database key pointing to a configuration of domicile this # government uses if applicable. Key is mapped to # common/domiciles # domicile_type = domicile type key ### brief: ai # Overrides for some AI functionaltiy when held by an AI with this # government type. Note that some features might be disabled for # other reasons (e.g. if not independent, if below a certain tier). # ai = { ### brief: use_lifestyle ( flag ) # Whether or not the AI checks for lifestyles. # use_lifestyle = yes ### brief: arrange_marriage ( flag ) # Actively arrange marriages. Can still receive marriage # requests if disabled. # arrange_marriage = yes ### brief: use_goals ( flag ) # Use longterm goals (build holdings, perform major decisions, # etc) # use_goals = yes ### brief: use_decisions ( flag ) # Use minor decisions. # use_decisions = yes ### brief: use_scripted_guis ( flag ) # Will evaluate using scripted guis. # use_scripted_guis = yes ### brief: use_legends ( flag ) # Will create and promote legends. # use_legends = yes ### brief: perform_religious_reformation ( flag ) # perform_religious_reformation = yes } ### brief: character_modifier ( modifiers ) # Modifier applied to the ruler character with this government type. # character_modifier = {} ### brief: color ( vector 3 ) # Color for map mode # color = { 100 100 100 } ### brief: flag ( flag ) # List of flags this government uses. Can be defined as any string # that can be referenced by government_has_flag = some_flag. Can # be defined multiple times for multiple flags. # flag = some_flag } Allowed Modifiers ================= Modifiers referenced by a government object can be only generic (hardcoded) modifiers, or modifiers generated from the following databases: - schemes - holdings - lifestyles - regions Other generated modifiers are _not_ allowed, such as those from other governments, men_at_arms_types, cultures, or terrain types.