735 lines
25 KiB
Text
735 lines
25 KiB
Text
my_government = {
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### brief: government_rules ( enum bitmask container )
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# Properties of a government type that referenced in code and also
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# can be tested by government_allows/disallows triggers.
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# The example value is the default assigned value for the flag.
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# All of these are referenced in code.
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#
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# Note: these are also supported outside of this data structure for
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# the duration of Roads to Power, but this functionality is
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# deprecated.
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#
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government_rules = {
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### brief: create_cadet_branches ( bool )
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# Should rulers be able to create cadet branches
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#
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create_cadet_branches = no
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### brief: religious ( bool )
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# Should rulers be considered clergy
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#
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religious = no
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### brief: court_generate_spouses ( bool )
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# Should new realm get suitable spouses as courtiers
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#
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court_generate_spouses = yes
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### brief: council ( bool )
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# The council is available for this ruler
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#
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council = yes
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### brief: rulers_should_have_dynasty ( bool )
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# Rulers of this government type generate a dynasty
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#
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rulers_should_have_dynasty = no
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### brief: regiments_prestige_as_gold ( bool )
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# Is this govenmnet type using prestige to buy and reinforce
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# MaA Regiments? ( mainteance still costs gold ).
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#
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regiments_prestige_as_gold = no
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### brief: dynasty_named_realms ( bool )
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# Allow using dynasty name as realm name
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#
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dynasty_named_realms = no
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### brief: legitimacy ( bool )
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# Rulers can have legitimacy if there's one valid for them
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#
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legitimacy = yes
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### brief: administrative ( bool )
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# Rule control several admin government mechanics:
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# - Top liege can have landless vassal who are house heads of
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# noble families.
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# - Allow hiring and usage of MaA that belong to a title
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#
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# Requires the dlc_flag admin_gov
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#
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administrative = no
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### brief: admin_allows_holding_multiple_primary_tier_titles ( bool )
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# Allows administrative rulers to hold multiple primary tier titles
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# - Only valid with admin government types ( administrative = yes )
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# - Only checked during the following title transfer types:
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# - appointment
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# - appointment_succession
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# - stepped_down
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#
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admin_allows_holding_multiple_primary_tier_titles = no
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### brief: landless_playable ( bool )
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# Allow rulers be playable even when they don't have any county
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#
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# Requires the dlc_flag landless_playable
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#
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landless_playable = no
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### brief: allow_out_of_realm_inheritance ( bool )
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# default is no.
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#
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allow_out_of_realm_inheritance = no
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### brief: use_as_base_on_landed ( bool )
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# Switch to this government type when obtaining your first title (becoming landed) if the old holder of the title
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# was this government type
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#
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use_as_base_on_landed = no
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### brief: use_as_base_on_rank_up ( bool )
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# Switch to this government type when independent ruler gets higher tier top tier title from
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# independent ruler with this government type
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#
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use_as_base_on_rank_up = no
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### brief: conditional_maa_refill ( bool )
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# Maa won't normally reinforce, unless they meet specific
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# condition in MaA type trigger. Make sure only a very small
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# number of rulers use this option, because it can negatively
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# affect performance. Rulers with this government flag also
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# do not pay upkeep for their MAAs.
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#
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conditional_maa_refill = no
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### brief: mercenary ( bool )
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# Can unlanded rulers with this government type offer
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# themselves up as mercenaries for landed rulers that are at
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# war? The mercenary company government type is explicitly NOT
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# using this rule, as it has separate handling.
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#
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# Note: this is not the same as the government flag
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# government_is_mercenary, which is referring specifically to
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# the mercenary company government type.
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#
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mercenary = no
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### brief: state_faith ( bool )
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# Uses state faith.
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# Default is no.
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#
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state_faith = no
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## brief: treasury ( bool )
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# Uses the Imperial Treasury resource
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# Default is no
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treasury = no
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## brief: merit ( bool )
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# Uses the Merit resource
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# Default is no
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merit = no
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## brief: uses_county_fertility ( bool )
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# Default is no.
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#
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uses_county_fertility = no
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## brief: replenishes_county_fertility ( bool )
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# Default is no.
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#
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replenishes_county_fertility = no
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## brief: obedience ( bool )
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# Uses obedience.
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# Default is no.
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#
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obedience = no
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## brief: uses_culture_and_house_head_named_realms ( bool )
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# Default is no.
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#
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uses_culture_and_house_head_named_realms = no
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## brief: sticky_government ( bool )
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# Default is no.
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#
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sticky_government = no
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## brief: subject_men_at_arms ( bool )
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# Default is no.
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#
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subject_men_at_arms = no
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### brief: use_title_tier_modifiers ( bool )
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# Enable passive prestige gain from held titles and title tier modifiers
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# Default is yes.
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#
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use_title_tier_modifiers = yes
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### brief: inherit_from_dynastic_government ( bool )
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# All governments are split in 2 groups - strong dynastic and non-dynastic ones
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# Rulers from different dynastic governments can freely inherit from other dynastic governments
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# Rulers from non-dynastic governemnt can't inherit from a dynastic one
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# Many non-dynastic governments are unplayable, so it prevents game over
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# Other non-dynastic governments are considered more advanced, and this prevents inferior
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# dynastic governments from stealing land and non-dynastic vassals via inheritance
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# Default is yes.
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#
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inherit_from_dynastic_government = yes
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### brief: dynasty_named_realms ( bool )
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# The realm of the government using this will have it's map name instead be based on their
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# dynasty and culture - the following rules apply
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# (In this example we use the mongols of the dynasty Borjigin)
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# If you are the culture head - you would be The Mongols
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# If you're not the culture head - but you're the head of your dynasty - you would be The Borjigin Mongols
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# If you're neither - you would have your normal map name
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# Default is no.
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#
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dynasty_named_realms = no
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### brief: deny_powerful_vassal ( bool )
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# Characters with this government rule will never become powerful vassals
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# Default is no.
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#
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deny_powerful_vassal = no
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### brief: use_maa_maintenance ( bool )
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# Characters with this government rule will always pay maintenance on MaA
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# Default is yes.
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#
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use_maa_maintenance = yes
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### brief: no_capital_movement_cooldown ( bool )
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# Default is no.
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#
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no_capital_movement_cooldown = no
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## TODO_TGP add description
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#
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redirects_wars_to_overlord = no
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### brief: noble_families ( bool )
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# Default is no.
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#
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noble_families = no
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### brief: house_aspirations ( bool )
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# Use house aspirations or family attributes
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# Default is no.
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#
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house_aspirations = no
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## brief: replace_gold_cost_by_treasury (bool)
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# This government pays for state expenses with treasury instead of gold. Requires the treasury flag to be set as well.
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# Affected areas: title creation, holding buildings, mercenaries, title regiments..
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# default is no
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#
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replace_gold_cost_by_treasury = no
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### brief: block_alliance_child_marriage (bool)
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# Government flag which disables alliances from childrens' weddings
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# Default is no
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#
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block_alliance_child_marriage = no
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### brief: block_alliance_non_dominant_gender_child_marriage (bool)
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# Government flag which disables alliances from non-dominant childrens' weddings
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# Default is no
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#
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block_alliance_non_dominant_gender_child_marriage = no
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### brief: always_use_patronym ( bool )
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# Patronyms will display for characters if either their Culture or
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# Government has this. Default is no.
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#
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always_use_patronym = no
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### brief: affected_by_development ( bool )
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# Are the counties with owners with this government type affected
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# by development.
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#
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affected_by_development = yes
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### brief: noble_families (bool)
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# Does this government type allow the existence of Noble Family Titles?
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# Default is no.
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#
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noble_families = no
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### brief: considers_piety_for_title_creation ( bool )
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# Considers characters piety for title creation.
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# Default is no
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#
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considers_piety_for_title_creation = no
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### brief: ask_for_tribute ( bool )
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# Can ask other characters to become tributary.
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# Shows tributarization_chance map mode in Realm window
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# Uses offer_tributary_status_interaction interaction
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# Default is no
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#
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ask_for_tribute = no
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### brief: barter ( bool )
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# Enables the bartering system
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# Default is no
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#
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barter = no
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### brief: buildings (bool)
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# Can characters of this government build buildings in their Holdings?
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# Default is yes
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#
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buildings = yes
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### brief: count_tributaries_for_title_requirements (bool)
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# characters of this government will consider their tributaries' land as well
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# when evaluating if they have enough land to create or usurp a title.
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#
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# you always need at least one dejure county.
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#
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# Default is no
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#
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count_tributaries_for_title_requirements = no
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### brief: radiance (bool)
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# characters of this government will have access to the Radiance mechanics
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# Default is no
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#
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radiance = no
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### Brief: disable_regnal_numbers (bool)
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# Will this government disable regnal numbers for titles held by people with the same name
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# throughout its history? Default is no.
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disable_regnal_numbers = no
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}
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### mechanic_type ( government type )
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# Specifies to what "family" of government does this government belong.
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# Not all governments must specify one. This flag is used in Code for some specific checks
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# (such as creation of Nomad titles for Nomad rulers). Not set by default.
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#
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# Supported values:
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# * feudal
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# * mercenary
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# * holy_order
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# * clan
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# * theocracy
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# * administrative
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# * landless_adventurer
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# * herder
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# * nomad
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# * mandala
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#
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mechanic_type = <unset>
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### is_mechanic_type_default (bool)
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# Should this government be the default of its type? This will be used
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# when spawning new characters or changing government.
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# Only one government per mechanic_type (described above) should be marked as default.
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# All government types listed above should have one default.
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# default is no
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#
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is_mechanic_type_default = no
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### brief: fallback ( integer )
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# At least one government should be scripted as fallback, fallback
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# governments will be selected in order of priority (1 is selected
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# over 2), used when lacking other selection and when populating
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# the map with holdings but no county holder exists. This value
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# will define this government's priority as a fallback when other
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# government types are invalid.
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#
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fallback = 0
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### brief: can_get_government ( trigger )
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# Trigger in character scope; checked when landed to see if it is
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# an appropriate government. If failed, won't get this government
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# (fallback will be used even if this fails if no other government
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# is valid)
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#
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# Supported scopes:
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# root: ( Character )
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# Character being evaluated for the government type
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#
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can_get_government = { ... }
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### brief: can_move_realm_capital ( trigger )
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# Checked when attempting to move realm capital to see if this
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# government type allows that ruler to move it.
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#
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# Default behaviour:
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# Rulers are, if nothing is defined, allowed to move their realm capital.
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#
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# Supported scopes:
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# root: ( Character )
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# The ruler of the realm with this government type.
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can_move_realm_capital = { ... }
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### brief: primary_holding ( database key )
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# What is the primary holding type of this government type? Key is
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# mapped to the holdings database: common/holdings/
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#
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primary_holding = castle_holding
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### brief: valid_holdings ( array of database keys )
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# Holdings that can be held directly by rulers of this government
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# type. The primary holding is always valid. Keys are mapped to the
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# holdings database: common/holdings/
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#
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valid_holdings = { church_holding }
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### brief: required_county_holdings ( array of database keys )
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# Which holdings must be present in a county before more of an
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# existing type or others can be built. Keys are mapped to the
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# holdings database: common/holdings/
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#
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required_county_holdings = { castle_holding city_holding }
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### brief: generated_character_template ( database key, optional )
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# Which scripted character template should be the default used to
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# generate characters for this government type? If none is defined,
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# a generic random character will be created. Keys are mapped to
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# the scripted character template database:
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# common/scripted_character_templates
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# Default: none
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#
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generated_character_template = herder_character
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### brief: primary_heritages ( array of database keys )
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# A list of heritages for which this government type is valid and
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# preferred. If both primary_cultures and primary_heritages are
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# empty, there are no cultural restrictions or preferences. Keys
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# are mapped to all entries within common/culture/pillars with the
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# heritage type.
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#
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primary_heritages = { ... }
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### brief: preferred_religions ( array of database keys )
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# A list of religions for which this government type is preferred.
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# Keys are mapped to common/religion/religions
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#
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preferred_religions = { ... }
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### brief: court_generate_commanders ( integer / bool )
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# Should commanders be generated in courts of this government? Can
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# use a multiplier to the default number.
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# yes = 1, no = 0
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#
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court_generate_commanders = yes / no / [0, int_max]
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# brief: supply_limit_mult_for_others ( fixed point )
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# Army owners of different govenment type have this multiplier
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# applied to the supply limit
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#
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supply_limit_mult_for_others = 0
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### brief: prestige_opinion_override ( array of int )
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# Override for the opinion bonus that prestige levels gain, number
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# of values should match the define in NCharacterOpinion::
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# PRESTIGIOUS
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#
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prestige_opinion_override = { -20 10 ... }
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### brief: royal_court ( enum )
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# Should this government allow having a royal court for the ruler and their vassals
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# if of the correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER
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# none ( default ) - rulers of this government type can't have royal court, no limit on vassals
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# any - rulers do have royal court, no limit on vassals
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# top_liege - only independent rulers can have royal court. Any vassals on any government type can't have royal court
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#
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royal_court = none / any / top_liege
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### brief: blocked_subject_courts (government_type)
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# prevents any vassals of the listed types from having their own royal court in tandem with the restrictions from royal_court
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# if left empty or not present no special restrictions will be set on vassal courts other than those specified by royal_court
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#
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blocked_subject_courts = { government_type_key ... }
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### brief: main_administrative_tier ( enum )
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# Title tier that enables most administrative mechanics
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# Such as title troops, map modes etc
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#
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main_administrative_tier = county / duchy / kingdom
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### brief: min_appointment_tier ( enum )
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# Title tier that enables appointment succession mechanics
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#
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min_appointment_tier = county / duchy / kingdom
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### brief: minimum_provincial_maa_tier ( enum )
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# Lowest title tier allowed to have title troops.
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# This should only be set for administrative government types.
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# Will default to 'duchy' if not set.
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#
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minimum_provincial_maa_tier = county / duchy / kingdom
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### brief: title_maa_setup ( enum )
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# Which titles within the Administrative government type can create title troops
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# main_administrative_tier_and_top_liege - (default) Main administrative tier (see above) titles, and the top liege primary title
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# vassals_and_top_liege - Titles that are the main administrative tier or above, and the top liege primary title
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# top_vassals_and_top_liege - Titles that are directly under the top liege, and the top liege primary title
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title_maa_setup = main_administrative_tier_and_top_liege
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### brief: vassal_contract ( array of database keys )
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# Vassal obligations, how much does the vassal give to their liege.
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# The vassal's government type determines which contract type is
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# used.Note that the values can be changed with the
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# vassal_tax_contribution_add and vassal_levy_contribution_add
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# modifiers. Key are mapped to the vassal contracts database:
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# common/vassal_contracts/
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#
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vassal_contract = {
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# List of vassal contract types
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}
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### brief: house_unity ( database key, optional )
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# Database key pointing to a configuration of house unity this
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# government uses if applicable. Key is mapped to
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# common/house_unities
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#
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house_unity = house_unity_key
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### brief: domicile_type ( database key, optional )
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# Database key pointing to a configuration of domicile this
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# government uses if applicable. Key is mapped to
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# common/domiciles
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#
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domicile_type = domicile type key
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### brief: opinion_of_liege ( scripted value, optional )
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# An opinion bonus or malus that the vassal may have related to their liege, specific to this vassal's government type.
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# Supported variables:
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# liege
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# vassal
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#
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opinion_of_liege = { value ... }
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### brief: opinion_of_liege_desc ( dynamic description, optional )
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# Dynamic description related to the opinion_of_liege above. Please fill this in if defining a custom opinion_of_liege
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# Supported variables:
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# liege
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# vassal
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#
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opinion_of_liege_desc = { dynamic_desc ... }
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|
### 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)
|
|
|
|
|
|
|
|
|