succession_order_laws = { flag = succession_order_laws confederate_partition_succession_law = { can_keep = { always = yes } can_pass = { can_change_partition_succession_law_trigger = yes } can_have = { can_have_confederate_partition_succession_law_trigger = yes } should_start_with = { NOR = { historical_succession_access_single_heir_succession_law_trigger = yes historical_succession_access_single_heir_succession_law_youngest_trigger = yes historical_succession_access_single_heir_dynasty_house_trigger = yes } OR = { AND = { government_has_flag = government_is_feudal culture = { NOR = { has_innovation = innovation_hereditary_rule has_innovation = innovation_heraldry } } } government_has_flag = government_is_tribal } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition create_primary_tier_titles = yes } flag = partition_succession_law modifier = { glory_hound_opinion = 10 parochial_opinion = 5 dynasty_house_opinion = 5 eligible_child_opinion = 10 } pass_cost = { prestige = change_succession_law_prestige_cost } potential = { NOT = { government_has_flag = government_is_clan } NOT = { government_has_flag = government_is_administrative } } } partition_succession_law = { can_keep = { can_keep_partition_succession_law_trigger = yes } can_pass = { can_change_partition_succession_law_trigger = yes } can_have = { can_have_partition_succession_law_trigger = yes } should_start_with = { NOR = { historical_succession_access_single_heir_succession_law_trigger = yes historical_succession_access_single_heir_succession_law_youngest_trigger = yes historical_succession_access_single_heir_dynasty_house_trigger = yes } government_has_flag = government_is_feudal culture = { has_innovation = innovation_hereditary_rule NOT = { has_innovation = innovation_heraldry } } NOT = { has_government = administrative_government } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition } flag = partition_succession_law modifier = { glory_hound_opinion = 10 parochial_opinion = 5 player_heir_opinion = 10 eligible_child_except_player_heir_opinion = 5 } pass_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { has_realm_law = confederate_partition_succession_law } value = 1 } } potential = { NOT = { government_has_flag = government_is_clan } NOT = { government_has_flag = government_is_administrative } } } high_partition_succession_law = { can_keep = { can_keep_high_partition_succession_law_trigger = yes } can_pass = { can_change_partition_succession_law_trigger = yes } can_have = { can_have_high_partition_succession_law_trigger = yes } should_start_with = { NOR = { historical_succession_access_single_heir_succession_law_trigger = yes historical_succession_access_single_heir_succession_law_youngest_trigger = yes historical_succession_access_single_heir_dynasty_house_trigger = yes } government_has_flag = government_is_feudal culture = { has_innovation = innovation_heraldry NOT = { has_innovation = innovation_hereditary_rule } } NOT = { has_government = administrative_government } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition primary_heir_minimum_share = 0.5 } flag = partition_succession_law modifier = { glory_hound_opinion = 5 player_heir_opinion = 15 } pass_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { OR = { has_realm_law = confederate_partition_succession_law has_realm_law = partition_succession_law } } value = 2 } } potential = { NOT = { government_has_flag = government_is_clan } NOT = { government_has_flag = government_is_administrative } } } single_heir_succession_law = { can_keep = { can_keep_single_heir_succession_law_trigger = yes # Vassal Contract allows it custom_description = { text = succession_laws_must_not_be_forced_partition NAND = { is_independent_ruler = no vassal_contract_has_flag = locked_to_partition } } } can_have = { can_have_single_heir_succession_law_trigger = yes } can_pass = { can_change_succession_law_trigger = yes trigger_if = { limit = { government_has_flag = government_is_clan } piety_level >= 3 } } should_start_with = { historical_succession_access_single_heir_succession_law_trigger = yes NOT = { has_government = administrative_government } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = single_heir } flag = advanced_succession_law modifier = { glory_hound_opinion = -10 parochial_opinion = -5 player_heir_opinion = 20 eligible_child_except_player_heir_opinion = -5 } pass_cost = { prestige = change_succession_law_prestige_cost piety = { value = 0 if = { limit = { government_has_flag = government_is_clan } add = { desc = "clan_government_cost_tooltip" value = 1500 } } } } revoke_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { value = 3 } potential = { NOT = { government_has_flag = government_is_administrative } } } single_heir_succession_law_youngest = { can_keep = { can_keep_single_heir_youngest_succession_law_trigger = yes # Vassal Contract allows it custom_description = { text = succession_laws_must_not_be_forced_partition NAND = { is_independent_ruler = no vassal_contract_has_flag = locked_to_partition } } } can_have = { can_have_single_heir_youngest_succession_law_trigger = yes } can_pass = { can_change_succession_law_trigger = yes trigger_if = { limit = { government_has_flag = government_is_clan } piety_level >= 3 } } succession = { order_of_succession = inheritance traversal_order = children rank = youngest title_division = single_heir } flag = advanced_succession_law modifier = { glory_hound_opinion = -10 parochial_opinion = -5 player_heir_opinion = 20 eligible_child_except_player_heir_opinion = -5 } pass_cost = { prestige = change_succession_law_prestige_cost piety = { value = 0 if = { limit = { government_has_flag = government_is_clan } add = { desc = "clan_government_cost_tooltip" value = 1500 } } } } revoke_cost = { prestige = change_succession_law_prestige_cost } potential = { NOT = { government_has_flag = government_is_administrative } } } single_heir_dynasty_house = { # LAST CALL can_keep = { can_keep_single_heir_dynasty_house_trigger = yes # Vassal Contract allows it custom_description = { text = succession_laws_must_not_be_forced_partition NAND = { is_independent_ruler = no vassal_contract_has_flag = locked_to_partition } } } can_have = { can_have_single_heir_dynasty_house_trigger = yes } can_pass = { can_change_single_heir_dynasty_house_succession_law_trigger = yes trigger_if = { limit = { government_has_flag = government_is_clan } piety_level >= 3 } } should_start_with = { historical_succession_access_single_heir_dynasty_house_trigger = yes NOT = { has_government = administrative_government } } succession = { order_of_succession = inheritance traversal_order = dynasty_house rank = oldest title_division = single_heir } flag = advanced_succession_law modifier = { glory_hound_opinion = -5 eligible_child_except_player_heir_opinion = -15 dynasty_house_opinion = 5 } pass_cost = { prestige = change_succession_law_prestige_cost piety = { value = 0 if = { limit = { government_has_flag = government_is_clan } add = { desc = "clan_government_cost_tooltip" value = 1500 } } } } revoke_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { primary_title.tier > tier_county OR = { #West Slavic culture = { has_cultural_pillar = heritage_west_slavic } } } value = 2 } } potential = { NOT = { government_has_flag = government_is_administrative } } } acclamation_succession_law = { can_keep = { can_keep_acclamation_succession_law_trigger = yes } can_pass = { can_change_acclamation_succession_law_trigger = yes } can_have = { can_have_acclamation_succession_law_trigger = yes } should_start_with = { has_ep3_dlc_trigger = yes has_title = title:e_britannia has_government = administrative_government } succession = { order_of_succession = appointment appointment_type = admin_emperor } flag = advanced_succession_law flag = can_designate_heirs pass_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { has_realm_law = confederate_partition_succession_law } value = 1 } } potential = { has_government = administrative_government } } appointment_succession_law = { can_keep = { has_government = administrative_government is_independent_ruler = no # Vassal Contract allows it custom_description = { text = succession_laws_must_not_be_forced_partition NAND = { is_independent_ruler = no vassal_contract_has_flag = locked_to_partition } } } can_have = { #can_have_single_heir_succession_law_trigger = yes has_government = administrative_government is_independent_ruler = no } can_pass = { can_change_succession_law_trigger = yes has_government = administrative_government is_independent_ruler = no } should_start_with = { has_government = administrative_government is_independent_ruler = no } succession = { order_of_succession = appointment appointment_type = admin_governor } flag = advanced_succession_law modifier = { glory_hound_opinion = -10 parochial_opinion = -5 player_heir_opinion = 20 eligible_child_except_player_heir_opinion = -5 } pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { OR = { has_realm_law = confederate_partition_succession_law has_realm_law = partition_succession_law has_realm_law = high_partition_succession_law } } value = 3 } } potential = { has_government = administrative_government } } landless_adventurer_succession_law = { can_keep = { government_has_flag = government_is_landless_adventurer } can_have = { government_has_flag = government_is_landless_adventurer } can_pass = { government_has_flag = government_is_landless_adventurer } should_start_with = { government_has_flag = government_is_landless_adventurer } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_remove_from_title = { always = no } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = single_heir exclude_rulers = yes limit_to_courtiers = yes } flag = can_designate_heirs potential = { government_has_flag = government_is_landless_adventurer } } bishop_theocratic_succession_law = { can_keep = { can_have_bishop_theocratic_succession_law_trigger = yes # same as can_have } can_have = { can_have_bishop_theocratic_succession_law_trigger = yes } should_start_with = { always = yes } succession = { order_of_succession = theocratic faith = same_faith pool_character_config = pool_theocratic_succession } potential = { can_have_bishop_theocratic_succession_law_trigger = yes } } holy_order_succession_law = { can_keep = { can_have_holy_order_succession_law_trigger = yes # same as can_have } can_have = { can_have_holy_order_succession_law_trigger = yes } should_start_with = { government_has_flag = government_is_holy_order } succession = { order_of_succession = theocratic faith = same_faith pool_character_config = pool_holy_order_succession } potential = { can_have_holy_order_succession_law_trigger = yes } } mercenary_company_succession_law = { can_keep = { can_have_mercenary_succession_law_trigger = yes } can_have = { can_have_mercenary_succession_law_trigger = yes } should_start_with = { government_has_flag = government_is_mercenary } succession = { order_of_succession = company pool_character_config = pool_mercenary_succession } potential = { can_have_mercenary_succession_law_trigger = yes } } city_succession_law = { can_keep = { can_have_city_succession_law_trigger = yes } can_have = { can_have_city_succession_law_trigger = yes } should_start_with = { government_has_flag = government_is_special_republic } succession = { order_of_succession = generate pool_character_config = pool_city_succession } potential = { can_have_city_succession_law_trigger = yes } } clan_antagonistic_partition_succession_law = { can_keep = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = antagonistic } } can_pass = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = antagonistic } } can_have = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = antagonistic } } should_start_with = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = antagonistic } } potential = { government_has_flag = government_is_clan } requires_approve = { NOT = { government_has_flag = government_is_clan } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition } flag = same_house_vassals_gain_claim_on_primary_title flag = house_unity_stage_antagonistic modifier = { dynasty_house_opinion = -10 glory_hound_opinion = 15 zealot_opinion = 10 player_heir_opinion = 10 eligible_child_except_player_heir_opinion = 5 } widget_name = "widget_clan_law" } clan_competitive_partition_succession_law = { can_keep = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = competitive } } can_pass = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = competitive } } can_have = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = competitive } } should_start_with = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = competitive } } potential = { government_has_flag = government_is_clan } requires_approve = { NOT = { government_has_flag = government_is_clan } } succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition } flag = same_house_vassals_gain_claim_on_primary_title flag = house_unity_stage_competitive modifier = { glory_hound_opinion = 10 zealot_opinion = 5 player_heir_opinion = 10 eligible_child_except_player_heir_opinion = 5 } widget_name = "widget_clan_law" } clan_impassive_partition_succession_law = { can_keep = { government_has_flag = government_is_clan house ?= { OR = { has_house_unity_stage = impassive # In case the house is fully unlanded has_house_unity = no } } } can_pass = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = impassive } } can_have = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = impassive } } should_start_with = { government_has_flag = government_is_clan house ?= { OR = { has_house_unity_stage = impassive # In case the house is fully unlanded has_house_unity = no } } } potential = { government_has_flag = government_is_clan } requires_approve = { NOT = { government_has_flag = government_is_clan } } flag = house_unity_stage_impassive succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition primary_heir_minimum_share = 0.25 } modifier = { glory_hound_opinion = 5 parochial_opinion = 5 player_heir_opinion = 15 } widget_name = "widget_clan_law" } clan_friendly_partition_succession_law = { can_keep = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = friendly } } can_pass = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = friendly } } can_have = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = friendly } } should_start_with = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = friendly } } potential = { government_has_flag = government_is_clan } requires_approve = { NOT = { government_has_flag = government_is_clan } } flag = house_unity_stage_friendly succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition primary_heir_minimum_share = 0.5 } modifier = { parochial_opinion = 10 courtly_opinion = 5 player_heir_opinion = 25 } widget_name = "widget_clan_law" } clan_harmonious_partition_succession_law = { can_keep = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = harmonious } } can_pass = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = harmonious } } can_have = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = harmonious } } should_start_with = { government_has_flag = government_is_clan house ?= { has_house_unity_stage = harmonious } } potential = { government_has_flag = government_is_clan } requires_approve = { NOT = { government_has_flag = government_is_clan } } flag = house_unity_stage_harmonious succession = { order_of_succession = inheritance traversal_order = children rank = oldest title_division = partition primary_heir_minimum_share = 0.75 } modifier = { parochial_opinion = 15 courtly_opinion = 10 player_heir_opinion = 40 } widget_name = "widget_clan_law" } } succession_gender_laws = { default = male_preference_law flag = succession_gender_laws male_only_law = { can_title_have = { can_title_have_law_general_trigger = yes } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_keep = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = male_only_law } } trigger_else = { custom_tooltip = { text = culture_not_female_only_tt OR = { faith = { has_doctrine = doctrine_gender_male_dominated } NOT = { culture = { has_cultural_parameter = female_only_inheritance } } } } } } can_pass = { can_change_succession_law_trigger = yes } should_start_with = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = male_only_law } } trigger_else = { faith = { has_doctrine = doctrine_gender_male_dominated religion_tag = islam_religion } } } succession = { gender_law = male_only } flag = men_can_have_multiple_spouses flag = men_can_have_consorts flag = no_female_commanders pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } } male_preference_law = { can_title_have = { can_title_have_law_general_trigger = yes } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_keep = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = male_preference_law } } trigger_else = { custom_description = { text = change_law_male_preference_faith_requirement faith = { NOT = { has_doctrine = doctrine_gender_female_dominated } } } custom_tooltip = { text = culture_not_female_only_tt OR = { faith = { has_doctrine = doctrine_gender_male_dominated } NOT = { culture = { has_cultural_parameter = female_only_inheritance } } } } } } can_pass = { can_change_succession_law_trigger = yes } should_start_with = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = male_preference_law } } trigger_else = { NOT = { culture = { has_cultural_parameter = female_preference_inheritance } } OR = { faith = { NOT = { religion_tag = islam_religion } has_doctrine = doctrine_gender_male_dominated } has_realm_law = male_only_law # For when male_only_law ceases to be a legal option } } } succession = { gender_law = male_preference } flag = men_can_have_multiple_spouses flag = men_can_have_consorts flag = no_female_commanders pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } } equal_law = { can_title_have = { can_title_have_law_general_trigger = yes } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_keep = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = equal_law } } trigger_else = { custom_tooltip = { text = equal_law_culture_faith_or_innovation_trigger OR = { culture = { has_cultural_parameter = gender_equal_inheritance } #culture = { has_innovation = innovation_visigothic_codes } faith = { has_doctrine = doctrine_gender_equal } AND = { #Culture is female dominated but religion is male dominated faith = { has_doctrine = doctrine_gender_male_dominated } culture = { has_cultural_parameter = female_only_inheritance } } AND = { #Culture is male dominated but faith is female dominated faith = { has_doctrine = doctrine_gender_female_dominated } NOT = { culture = { has_cultural_parameter = female_only_inheritance } } } primary_title.var:can_keep_realm_law ?= flag:equal_law } } } } can_pass = { #can_change_to_equal_succession_law_trigger = yes can_change_succession_law_trigger = yes } should_start_with = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = equal_law } } trigger_else = { NOR = { culture = { has_cultural_parameter = female_preference_inheritance } culture = { has_cultural_tradition = tradition_nubian_warrior_queens } } faith = { has_doctrine = doctrine_gender_equal } NOT = { has_realm_law = female_only_law } # For when female_only_law ceases to be valid } } succession = { gender_law = equal } flag = men_can_have_multiple_spouses flag = men_can_have_consorts flag = women_can_have_multiple_spouses flag = women_can_have_consorts pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } ai_will_do = { if = { limit = { primary_title.tier > tier_county faith = { NOT = { has_dominant_ruling_gender = prev } } } value = 2 } } } female_preference_law = { can_title_have = { can_title_have_law_general_trigger = yes } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_keep = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = female_preference_law } } trigger_else = { custom_tooltip = { text = female_preference_law_faith_or_culture_trigger OR = { faith = { NOT = { has_doctrine = doctrine_gender_male_dominated } } culture = { has_cultural_parameter = female_preference_inheritance } } } } } should_start_with = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = female_preference_law } } trigger_else = { OR = { culture = { has_cultural_parameter = female_preference_inheritance } faith = { has_doctrine = doctrine_gender_female_dominated } has_realm_law = female_only_law # For when male_only_law ceases to be a legal option } } } can_pass = { can_change_succession_law_trigger = yes } succession = { gender_law = female_preference } flag = women_can_have_multiple_spouses flag = women_can_have_consorts pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } } female_only_law = { can_title_have = { can_title_have_law_general_trigger = yes } should_show_for_title = { # Never show this in the UI, just apply it through script always = no } can_keep = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = female_only_law } } trigger_else = { custom_tooltip = { text = female_only_law_faith_or_culture_trigger OR = { faith = { has_doctrine = doctrine_gender_female_dominated } culture = { has_cultural_parameter = female_only_inheritance } } } } } can_pass = { can_change_succession_law_trigger = yes } succession = { gender_law = female_only } flag = women_can_have_multiple_spouses flag = women_can_have_consorts pass_cost = { prestige = change_succession_law_prestige_cost } revoke_cost = { prestige = change_succession_law_prestige_cost } should_start_with = { trigger_if = { limit = { is_independent_ruler = no has_government = administrative_government } top_liege = { has_realm_law = female_only_law } } trigger_else = { culture = { has_cultural_parameter = female_only_inheritance } } } } } succession_faith = { same_faith_only_law = { can_keep = { should_have_same_faith_succession_trigger = yes } can_pass = { should_have_same_faith_succession_trigger = yes } should_start_with = { should_have_same_faith_succession_trigger = yes } succession = { faith = same_faith } } } succession_rel_head = { same_faith_theocratic_succession_law = { can_keep = { faith = { religious_head = root has_doctrine = doctrine_spiritual_head } } succession = { order_of_succession = theocratic faith = same_faith pool_character_config = pool_theocratic_succession } } same_faith_succession_law = { shown_in_encyclopedia = no can_keep = { faith = { religious_head = root has_doctrine = doctrine_temporal_head } } succession = { faith = same_faith } } }