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: 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: admin_allows_holding_multiple_primary_tier_titles ( bool ) # Allows administrative rulers to hold multiple primary tier titles # - Only valid with admin government types ( administrative = yes ) # - Only checked during the following title transfer types: # - appointment # - appointment_succession # - stepped_down # admin_allows_holding_multiple_primary_tier_titles = no ### brief: landless_playable ( bool ) # Allow rulers be playable even when they don't have any county # # Requires the dlc_flag landless_playable # landless_playable = no ### brief: allow_out_of_realm_inheritance ( bool ) # default is no. # allow_out_of_realm_inheritance = 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: state_faith ( bool ) # Uses state faith. # Default is no. # state_faith = no ## brief: treasury ( bool ) # Uses the Imperial Treasury resource # Default is no treasury = no ## brief: merit ( bool ) # Uses the Merit resource # Default is no merit = no ## brief: uses_county_fertility ( bool ) # Default is no. # uses_county_fertility = no ## brief: replenishes_county_fertility ( bool ) # Default is no. # replenishes_county_fertility = no ## brief: obedience ( bool ) # Uses obedience. # Default is no. # obedience = no ## brief: uses_culture_and_house_head_named_realms ( bool ) # Default is no. # uses_culture_and_house_head_named_realms = no ## brief: sticky_government ( bool ) # Default is no. # sticky_government = no ## brief: subject_men_at_arms ( bool ) # Default is no. # subject_men_at_arms = 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: dynasty_named_realms ( bool ) # The realm of the government using this will have it's map name instead be based on their # dynasty and culture - the following rules apply # (In this example we use the mongols of the dynasty Borjigin) # If you are the culture head - you would be The Mongols # If you're not the culture head - but you're the head of your dynasty - you would be The Borjigin Mongols # If you're neither - you would have your normal map name # Default is no. # dynasty_named_realms = no ### brief: deny_powerful_vassal ( bool ) # Characters with this government rule will never become powerful vassals # Default is no. # deny_powerful_vassal = no ### brief: use_maa_maintenance ( bool ) # Characters with this government rule will always pay maintenance on MaA # Default is yes. # use_maa_maintenance = yes ### brief: no_capital_movement_cooldown ( bool ) # Default is no. # no_capital_movement_cooldown = no ## TODO_TGP add description # redirects_wars_to_overlord = no ### brief: noble_families ( bool ) # Default is no. # noble_families = no ### brief: house_aspirations ( bool ) # Use house aspirations or family attributes # Default is no. # house_aspirations = no ## brief: replace_gold_cost_by_treasury (bool) # This government pays for state expenses with treasury instead of gold. Requires the treasury flag to be set as well. # Affected areas: title creation, holding buildings, mercenaries, title regiments.. # default is no # replace_gold_cost_by_treasury = no ### brief: block_alliance_child_marriage (bool) # Government flag which disables alliances from childrens' weddings # Default is no # block_alliance_child_marriage = no ### brief: block_alliance_non_dominant_gender_child_marriage (bool) # Government flag which disables alliances from non-dominant childrens' weddings # Default is no # block_alliance_non_dominant_gender_child_marriage = no ### 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: noble_families (bool) # Does this government type allow the existence of Noble Family Titles? # Default is no. # noble_families = no ### brief: considers_piety_for_title_creation ( bool ) # Considers characters piety for title creation. # Default is no # considers_piety_for_title_creation = no ### brief: ask_for_tribute ( bool ) # Can ask other characters to become tributary. # Shows tributarization_chance map mode in Realm window # Uses offer_tributary_status_interaction interaction # Default is no # ask_for_tribute = no ### brief: barter ( bool ) # Enables the bartering system # Default is no # barter = no ### brief: buildings (bool) # Can characters of this government build buildings in their Holdings? # Default is yes # buildings = yes ### brief: count_tributaries_for_title_requirements (bool) # characters of this government will consider their tributaries' land as well # when evaluating if they have enough land to create or usurp a title. # # you always need at least one dejure county. # # Default is no # count_tributaries_for_title_requirements = no ### brief: radiance (bool) # characters of this government will have access to the Radiance mechanics # Default is no # radiance = no ### Brief: disable_regnal_numbers (bool) # Will this government disable regnal numbers for titles held by people with the same name # throughout its history? Default is no. disable_regnal_numbers = no } ### mechanic_type ( government type ) # Specifies to what "family" of government does this government belong. # Not all governments must specify one. This flag is used in Code for some specific checks # (such as creation of Nomad titles for Nomad rulers). Not set by default. # # Supported values: # * feudal # * mercenary # * holy_order # * clan # * theocracy # * administrative # * landless_adventurer # * herder # * nomad # * mandala # mechanic_type = ### is_mechanic_type_default (bool) # Should this government be the default of its type? This will be used # when spawning new characters or changing government. # Only one government per mechanic_type (described above) should be marked as default. # All government types listed above should have one default. # default is no # is_mechanic_type_default = no ### 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: can_move_realm_capital ( trigger ) # Checked when attempting to move realm capital to see if this # government type allows that ruler to move it. # # Default behaviour: # Rulers are, if nothing is defined, allowed to move their realm capital. # # Supported scopes: # root: ( Character ) # The ruler of the realm with this government type. can_move_realm_capital = { ... } ### 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: generated_character_template ( database key, optional ) # Which scripted character template should be the default used to # generate characters for this government type? If none is defined, # a generic random character will be created. Keys are mapped to # the scripted character template database: # common/scripted_character_templates # Default: none # generated_character_template = herder_character ### 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: royal_court ( enum ) # Should this government allow having a royal court for the ruler and their vassals # if of the correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER # none ( default ) - rulers of this government type can't have royal court, no limit on vassals # any - rulers do have royal court, no limit on vassals # top_liege - only independent rulers can have royal court. Any vassals on any government type can't have royal court # royal_court = none / any / top_liege ### brief: blocked_subject_courts (government_type) # prevents any vassals of the listed types from having their own royal court in tandem with the restrictions from royal_court # if left empty or not present no special restrictions will be set on vassal courts other than those specified by royal_court # blocked_subject_courts = { government_type_key ... } ### brief: main_administrative_tier ( enum ) # Title tier that enables most administrative mechanics # Such as title troops, map modes etc # main_administrative_tier = county / duchy / kingdom ### brief: min_appointment_tier ( enum ) # Title tier that enables appointment succession mechanics # min_appointment_tier = county / duchy / kingdom ### brief: minimum_provincial_maa_tier ( enum ) # Lowest title tier allowed to have title troops. # This should only be set for administrative government types. # Will default to 'duchy' if not set. # minimum_provincial_maa_tier = county / duchy / kingdom ### brief: title_maa_setup ( enum ) # Which titles within the Administrative government type can create title troops # main_administrative_tier_and_top_liege - (default) Main administrative tier (see above) titles, and the top liege primary title # vassals_and_top_liege - Titles that are the main administrative tier or above, and the top liege primary title # top_vassals_and_top_liege - Titles that are directly under the top liege, and the top liege primary title title_maa_setup = main_administrative_tier_and_top_liege ### 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: opinion_of_liege ( scripted value, optional ) # An opinion bonus or malus that the vassal may have related to their liege, specific to this vassal's government type. # Supported variables: # liege # vassal # opinion_of_liege = { value ... } ### brief: opinion_of_liege_desc ( dynamic description, optional ) # Dynamic description related to the opinion_of_liege above. Please fill this in if defining a custom opinion_of_liege # Supported variables: # liege # vassal # opinion_of_liege_desc = { dynamic_desc ... } ### brief: opinion_of_suzerain ( scripted value, optional ) # An opinion bonus or malus that the tributary may have related to their suzerain, specific to this vassal's government type. # Supported variables: # suzerain # tributary # opinion_of_suzerain = { value ... } ### brief: opinion_of_suzerain_desc ( dynamic description, optional ) # Dynamic description related to the opinion_of_suzerain above. Please fill this in if defining a custom opinion_of_suzerain # Supported variables: # suzerain # tributary # opinion_of_suzerain_desc = { dynamic_desc ... } ### brief: opinion_of_overlord ( scripted value, optional ) # An opinion bonus or malus that the subjects may have related to their overlord, specific to this subject's government type. # Note: If should apply to both liege and suzerain, use this instead # # Supported variables: # overlord # subject # opinion_of_overlord = { value ... } ### brief: opinion_of_overlord_desc ( dynamic description, optional ) # Dynamic description related to the opinion_of_overlord above. Please fill this in if defining a custom opinion_of_overlord # Note: If should apply to both liege and suzerain, use this instead # # Supported variables: # overlord # subject # opinion_of_overlord_desc = { dynamic_desc ... } ## brief: currency_levels_cap # 0-based index of the max piety / prestige / merit / influence level this government allows. defaults are defined in defines.txt # The character's level cap will be limited by this value if lower than the default, but otherwise needs modifiers to be higher. # Use character_max_[piety/prestige/influence/merit]_level_add to add and remove levels to the default one and alter their max level cap. # See the paragraph "Currency Level Cap Explained" below for a detailed rundown of how this system works # currency_levels_cap = { piety = 5 prestige = 5 influence = 5 merit = 9 } ### brief: compatible_government_type_succession (government_type) # in specific cases (such as when evaluating if a character is eligible for succession in an admin government) # this government type also allows the listed government types to be valid candidates. Normally it's only characters # of the same government that can be appointed # compatible_government_type_succession = { government_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: use_great_projects (flag) # Will evaluate founding new Great Projects and contributing to existing ones # use_great_projects = no } ### brief: character_modifier ( modifiers ) # Modifier applied to the ruler character with this government type. # character_modifier = {} ### brief: top_liege_character_modifier ( modifiers ) # Modifier applied to the ruler character with this government type, if they are an independent top liege. # This applied on top of the regular 'character_modifier' above. # top_liege_character_modifier = {} ### brief: color ( vector 3 ) # Color for map mode # color = { 100 100 100 } ############## ### AI ############## ### brief: ai_ruler_desired_kingdom_titles (scripted value) # How many kingdom titles would the a ruler with this government want to keep for themselves? # They will try to give away excess kingdoms until they are at the specified value. # A negative value will make the AI keep all titles. # Default value is defined as AI_RULER_DESIRED_KINGDOM_TITLES_DEFAULT # # root = the ruler ai_ruler_desired_kingdom_titles = -1 ### brief: ai_ruler_desired_empire_titles (scripted value) # How many empire titles would a ruler with this government want to keep for themselves? # They will try to give away excess empires until they are at the specified value. # A negative value will make the AI keep all titles. # Default value is defined as AI_RULER_DESIRED_EMPIRE_TITLES_DEFAULT # # root = the ruler ai_ruler_desired_empire_titles = -1 ### brief: ai_can_reassign_council_positions (trigger) # Should an AI ruler with this government be allowed to reassign council positions? Default is yes # # root = the council owner # ai_can_reassign_council_positions = { ... } ### brief: flags ( parameter list ) # List of flags this government uses. Can be defined as any string # that can be referenced by government_has_flag = some_flag. # flags = { some_flag some_other_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. ### ### Currency Level Cap Explained ### # Characters' maximum achievable levels for Prestige, Piety, Influence and Merit depend on 4 sources: # * the default maximum level, defined in 00_define.txt # * the list of level tiers, also defined in 00_define.txt # * the cap specified in their government # * the modifiers applied to the Character # # Considering Piety for instance, a Character's maximum Level of Devotion depends on: # * NCharacter.DEFAULT_PIETY_LEVEL_CAP (5) # * the list of Devotion points needed to achieve every level (NCharacter.LEVELS_PIETY), which has 8 entries # * the default currency_level_cap.piety for a government is equal to DEFAULT_PIETY_LEVEL_CAP (5), but for Mandala governments this is set to 8. # This means Characters with the Mandala government type will eventually be able to raise their maximum Level of Devotion to Godlike. # * the relevant modifier is character_max_piety_level_add # # Every Character's maximum Level of Devotion starts at their default (5), but it can be increased or decreased by character_max_piety_level_add. # However it can never be higher than the cap specified by their Government. # # Some fictional examples follow. Imagine that: # * there is a followed_by_the_masses modifier that gives character_max_piety_level_add = 1 # * there is a excommunicated modifier that gives character_max_piety_level_add = -2 # * there is a god_incarnate modifier that gives character_max_piety_level_add = 10 # * the Feudal government has default Piety level cap, while the Mandala government has Piety level cap set to 8. # * a fictional Unpious government type has a piety cap set at 3. # # * a Mandala ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 6 (5 + 1, capped at 8 due to Mandala level cap) # * a god_incarnate Mandala ruler will have a maximum achievable Level of Devotion of 8 (5 + 10, capped at 8 due to Mandala level cap) # * a Feudal ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 5 (5 + 1, capped at 5 due to Feudal level cap) # * an Unpious ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 3 (5 + 1, capped at 3 due to Unpious level cap) # * an excommunicated Feudal ruler followed_by_the_masses will have a maximum achievable Level of Devotion of 4 (5 + 1 - 2) # * an excommunicated Unpious ruler will still have a maximum achievable Level of Devotion of 3 (5 - 2, capped at 3) # * an excommunicated Mandala ruler will have a maximum achievable Level of Devotion of 3 (5 - 2) # * a god_incarnate excommunicated Mandala ruler will have a maximum achievable Level of Devotion of 8 (5 + 10 - 2, capped at 8)