319 lines
10 KiB
Text
319 lines
10 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: royal_court ( bool )
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# Should this government allow having a royal court if of the
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# correct tier from NRoyalCourt::MIN_ROYAL_COURT_TIER
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#
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royal_court = 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: landless_playable ( bool )
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# Allow rulers be playable even when they don't have any county
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# or barony.
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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: 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: 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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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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inherit_from_dynastic_government = yes
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}
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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: 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: 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: 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: 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: ai
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# Overrides for some AI functionaltiy when held by an AI with this
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# government type. Note that some features might be disabled for
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# other reasons (e.g. if not independent, if below a certain tier).
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#
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ai = {
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### brief: use_lifestyle ( flag )
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# Whether or not the AI checks for lifestyles.
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#
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use_lifestyle = yes
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### brief: arrange_marriage ( flag )
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# Actively arrange marriages. Can still receive marriage
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# requests if disabled.
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#
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arrange_marriage = yes
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### brief: use_goals ( flag )
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# Use longterm goals (build holdings, perform major decisions,
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# etc)
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#
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use_goals = yes
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### brief: use_decisions ( flag )
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# Use minor decisions.
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#
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use_decisions = yes
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### brief: use_scripted_guis ( flag )
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# Will evaluate using scripted guis.
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#
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use_scripted_guis = yes
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### brief: use_legends ( flag )
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# Will create and promote legends.
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#
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use_legends = yes
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### brief: perform_religious_reformation ( flag )
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#
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perform_religious_reformation = yes
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}
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### brief: character_modifier ( modifiers )
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# Modifier applied to the ruler character with this government type.
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#
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character_modifier = {}
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### brief: color ( vector 3 )
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# Color for map mode
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#
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color = { 100 100 100 }
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### brief: flag ( flag )
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# List of flags this government uses. Can be defined as any string
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# that can be referenced by government_has_flag = some_flag. Can
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# be defined multiple times for multiple flags.
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#
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flag = some_flag
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}
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Allowed Modifiers
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=================
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Modifiers referenced by a government object can be only generic
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(hardcoded) modifiers, or modifiers generated from the following
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databases:
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- schemes
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- holdings
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- lifestyles
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- regions
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Other generated modifiers are _not_ allowed, such as those from other
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governments, men_at_arms_types, cultures, or terrain types.
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