save_old_government_effect = { if = { limit = { government_has_mechanic = administrative } save_scope_value_as = { name = admin value = yes } } government_type ?= { save_scope_as = old_government } } assign_tribal_governments_effect = { if = { limit = { has_tgp_dlc_trigger = yes OR = { government_has_flag = government_is_wanua scope:old_government ?= government_type:wanua_government scope:capital_county.title_province ?= { geographical_region = world_asia_southeast_islands } } } change_government = wanua_government } else = { change_government = tribal_government } } assign_feudal_governments_effect = { if = { limit = { tgp_can_become_japanese_feudal_trigger = yes } change_government = japan_feudal_government } else_if = { limit = { ep3_is_clan_inclined_trigger = yes } change_government = clan_government } else = { change_government = feudal_government } } update_feudal_governments_by_religion_effect = { if = { limit = { faith = { religion_tag = islam_religion } government_has_flag = government_is_feudal } change_government = clan_government } else_if = { limit = { ep3_is_clan_inclined_trigger = no government_has_flag = government_is_clan } change_government = feudal_government } } assign_feudal_governments_by_religion_effect = { if = { limit = { faith = { religion_tag = islam_religion } } change_government = clan_government } else = { change_government = feudal_government } } assign_new_government_effect = { if = { limit = { exists = scope:new_capital NOT = { exists = scope:capital_county } } scope:new_capital = { save_scope_as = capital_county } } save_scope_as = new_ruler # Change our government according to the government of our liege. ## Nomad. if = { limit = { scope:capital_county.title_province = { OR = { has_holding_type = nomad_holding has_holding_type = herder_holding } } } hidden_effect = { every_held_title = { title_tier = county limit = { title_province ?= { has_holding_type = herder_holding } } title_province = { set_holding_type = nomad_holding } } } change_government = nomad_government } ## Wanua or Tribal. else_if = { limit = { scope:capital_county.title_province = { has_holding_type = tribal_holding } } assign_tribal_governments_effect = yes } ## Mandala. else_if = { limit = { has_mandala_culture_trigger = yes has_mandala_faith_trigger = yes scope:capital_county.title_province = { has_holding_type = temple_citadel_holding } } change_government = mandala_government #Sort out the House shenanigans hidden_effect = { if = { limit = { is_house_head = no } house = { if = { limit = { house_head = { is_landed = no is_courtier_of = scope:new_ruler } } set_house_head = scope:new_ruler } } } else = { house ?= { set_house_aspiration = { type = no_aspect } } } } } else_if = { limit = { OR = { government_has_mechanic = administrative exists = scope:admin } trigger_if = { limit = { independent = no liege = { government_has_mechanic = administrative } } NOR = { has_character_flag = granted_title_government_cooldown prestige_level > 2 piety_level > 2 AND = { dynasty ?= { dynasty_prestige_level > 2 } } } } } change_to_administrative_effect = yes } # add check for non-playable govs? else_if = { limit = { exists = scope:old_government trigger_if = { limit = { independent = no liege = { government_has_mechanic = administrative } } NOR = { has_character_flag = granted_title_government_cooldown prestige_level > 2 piety_level > 2 AND = { dynasty ?= { dynasty_prestige_level > 2 } } } } } change_government = scope:old_government } ## Else feudal. else = { assign_feudal_governments_effect = yes } }