N3OW/common/on_action/game_start.txt
2026-06-08 17:16:46 -04:00

8779 lines
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Text

# Empty scope
on_game_start = {
events = {
# fp1_scandinavian_adventurers.0004 # FP1 - Organise Norse adventurers.
# fp1_scandinavian_adventurers.0011 # FP1 - Corral famous Norse adventurers that haven't done much yet.
# fp1_scandinavian_adventurers.0021 # FP1 - Mark game-start prioritised adventurers.
#Guaranteed historical artifacts fixed spawning
debug_portraits.1 # Debug portraits for animation testing
# easteregg_event.0001 # Charna and Jakub duel.
}
effect = {
##NEOW
if = {
limit = {
government_allows = administrative
is_house_head = yes
trigger_if = {
# This trigger is intentionally different from the similar effecy in on_title_gain up above. We want all direct vassals of the top liege to have a family title if they can
limit = { government_has_flag = government_has_county_tier_noble_families }
highest_held_title_tier >= tier_county
}
trigger_else = { highest_held_title_tier >= tier_duchy }
NOR = {
any_held_title = { is_noble_family_title = yes }
house = {
any_house_member = {
any_held_title = { is_noble_family_title = yes }
}
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
domicile ?= { set_up_domicile_estate_effect = yes }
}
every_religion_global = {
every_faith = {
limit = {
has_doctrine_parameter = holy_order_head_of_faith
}
save_scope_as = holy_order_faith
ordered_holy_site = {
limit = {
title_province.faith = {
has_doctrine_parameter = holy_order_head_of_faith
}
title_province.faith = scope:holy_order_faith
}
#position = 1
title_province.county = {
if = {
limit = {
#any_county_province = { has_holding = no }
holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith }
}
# holder = {
# trigger_event = { id = N3OW_holy_order.0001 }
# }
}
}
}
}
}
#Dynamic Titles
character:benelux_oranje_nassau_weilburg_guillem = {
if = {
limit = {
is_alive = yes
}
trigger_event = NEOW_dynamic_titles.0005
trigger_event = NEOW_dynamic_titles.0009
title:e_benelux = { set_coa = e_lotharingia }
}
}
#title:d_piedmonte.holder = {
# create_confederation = {
# name = holy_lombard_league
# }
# scope:new_confederation = {
# add_confederation_member = title:c_lombardia.holder
# add_confederation_member = title:c_cuneo.holder
# add_confederation_member = title:c_monferrato.holder
# }
#}
title:d_york.holder = {
create_confederation = {
name = anglian_league
}
scope:new_confederation = {
add_confederation_member = title:d_norfolk.holder
add_confederation_member = title:d_lincoln.holder
add_confederation_member = title:d_lothian.holder
add_confederation_member = title:d_northumberland.holder
}
}
title:d_volgograd.holder = {
trigger_event = { id = NEOW_dynamic_titles.1000 }
}
#title:k_ireland.holder = {
# create_confederation = {
# name = sinn_fein
# }
# scope:new_confederation = {
# add_confederation_member = title:k_ireland.holder
# add_confederation_member = title:d_patriarch_dublin.holder
# }
#}
title:c_frankfurt.holder = {
create_confederation = {
name = rhine_confederacy
}
scope:new_confederation = {
add_confederation_member = title:d_palatinate.holder
add_confederation_member = title:d_trier.holder
}
}
set_global_variable = { name = is_game_start_date days = 1 }
# Chinese Song-fashion
if = {
limit = {
current_date >= 960.1.1
}
set_global_variable = {
name = chinese_fashion_change
value = 1
}
}
#Epidemics 10 years grace
set_global_variable = {
name = start_epidemic_grace
value = yes
years = 10
}
#Rabbene Gershom outlaws polygamy
if = {
limit = {
current_date >= 1000.1.1
}
religion:judaism_religion = {
every_faith = {
limit = {
has_doctrine = temple_authority_rabbinic_doctrine
}
remove_doctrine = doctrine_polygamy
add_doctrine = doctrine_monogamy
}
}
}
### Britania SETUP ###
title:d_normandy.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_ile_de_france.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_channel_islands.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
set_subject_contract_modification_blocked = no
}
title:d_galloway.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_strathclyde.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_cumbria.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_deheubarth.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_nottingham.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
title:d_canterbury.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
set_subject_contract_modification_blocked = no
}
title:d_buckingham.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 4 }
set_subject_contract_modification_blocked = no
}
title:d_somerset.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 2 }
set_subject_contract_modification_blocked = no
}
title:d_leicester.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 2 }
set_subject_contract_modification_blocked = no
}
title:d_cornwall.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_solent.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
set_subject_contract_modification_blocked = no
}
title:d_hereford.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_bedford.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_black_country.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_gwent.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_gwynedd.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_lancaster.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_southern_corsica.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_north_corsica.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 5 }
set_subject_contract_modification_blocked = no
}
title:d_palermo.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 1 }
set_subject_contract_modification_blocked = no
}
title:d_siracusa.holder ?= {
vassal_contract_set_obligation_level = { type = administrative_themes level = 3 }
set_subject_contract_modification_blocked = no
}
#title:e_arabia.holder ?= {
# every_vassal = {
# limit = {
# government_has_flag = government_is_feudal
# vassal_contract_has_modifiable_obligations = yes
# faith = faith:armenian_apostolic
# }
# vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 3 }
# vassal_contract_set_obligation_level = { type = feudal_government_levies level = 2 }
# vassal_contract_set_obligation_level = { type = jizya_special_rights level = 1 }
# set_subject_contract_modification_blocked = no
# }
#}
### CORONATION LOCATION SETUP ###
if = {
limit = {
current_date >= 1066.1.1
has_dlc_feature = coronations
}
# London (England)
province:1527 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Aachen (Germany)
province:2092 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Reims (France)
province:2390 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Rome (Italy)
province:2575 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Milan (Italy)
province:2482 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Gniezno (Poland)
province:4905 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Szekesfehervar (Hungary)
province:3805 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Scone Abbey, Gowrie (Scotland)
province:1741 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Byzantium (Byzantines)
province:496 = {
add_province_modifier = coronation_long_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 10
}
}
# Mahdiya (Africa)
province:4578 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Cairo (Egypt)
province:6042 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Damascus (Syria)
province:5924 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Baghdad (Mesopotamia)
province:4828 = {
add_province_modifier = coronation_long_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 10
}
}
# Rayy (Persia)
province:4319 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Ghazna (Kabulistan)
province:4500 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Lahur (Punjab)
province:1362 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Samarkand (Transoxiana)
province:4404 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Bukhara (Transoxiana)
province:4394 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Medina (Arabia)
province:6212 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Kutaisi (Georgia)
province:601 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
}
if = {
limit = {
current_date >= 1178.1.1
has_dlc_feature = coronations
}
# Marrakesh (Maghreb)
province:4718 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
# Karakorum (Mongolia)
province:1457 = {
add_province_modifier = coronation_tradition_modifier
set_variable = {
name = coronation_tradition_location
value = 5
}
}
}
### Every nomad and herder in the Steppe Region becomes tribal if DLC not enabled, pre-lobby history setup ###
if = {
limit = {
has_mpo_dlc_trigger = no
}
# Change Nomad and Herder Holdings to Tribal Holdings for Tribals
every_province = {
limit = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
set_holding_type = tribal_holding
if = {
limit = {
county.holder.capital_province ?= this
}
county.holder ?= {
if = {
limit = {
NOT = {
has_government = tribal_government
}
}
change_government = tribal_government
}
}
}
}
}
every_religion_global = {
every_faith = {
limit = {
has_doctrine_parameter = holy_order_head_of_faith
}
save_scope_as = holy_order_faith
ordered_holy_site = {
limit = {
title_province.faith = {
has_doctrine_parameter = holy_order_head_of_faith
}
title_province.faith = scope:holy_order_faith
}
#position = 1
title_province.county = {
if = {
limit = {
#any_county_province = { has_holding = no }
holder.faith = scope:holy_order_faith #{ has_doctrine_parameter = holy_order_head_of_faith }
}
# holder = {
# trigger_event = { id = N3OW_holy_order.0001 }
# }
}
}
}
}
}
# To prevent the Season Changes event from triggering on game start
situation:the_great_steppe ?= {
every_participant_group = {
every_situation_group_participant = {
set_variable = {
name = steppe_game_start_var
years = 1
}
}
}
}
#CP3 Special Buildings - Goes Before Holy Sites
if = {
limit = {
has_cp3_dlc_trigger = yes
}
title:b_barcelona.title_province = { add_special_building_slot = drassanes_01 } #1892
title:b_merv.title_province = { add_special_building = kyz_kala_01 } #4238
if = { limit = { game_start_date >= 1178.10.1 } title:b_cluny.title_province = { add_special_building = cluny_abbey_02 } } #2304
else_if = { limit = { game_start_date >= 1066.9.15 } title:b_cluny.title_province = { add_special_building = cluny_abbey_01 } }
else = { title:b_cluny.title_province = { add_special_building_slot = cluny_abbey_01 } }
title:b_york.title_province = { add_special_building = york_walls_01 } #1595
title:b_damascus.title_province = { add_special_building = damascus_mosque_01 } #5924
title:b_lhasa.title_province = { add_special_building = jokhang_01 } #9237
if = { limit = { game_start_date >= 1178.10.1 } title:b_schmalkalden.title_province = { add_special_building = wartburg_01 } } #3010
else = { title:b_schmalkalden.title_province = { add_special_building_slot = wartburg_01 } }
title:b_lalibela.title_province = { add_special_building_slot = beta_giyorgis_01 } #8301
if = { limit = { game_start_date >= 1066.9.15 } title:b_novgorod.title_province = { add_special_building = holy_wisdom_01 } } #5137
else = { title:b_novgorod.title_province = { add_special_building_slot = holy_wisdom_01 } }
title:b_kano.title_province = { add_special_building_slot = kano_walls_01 } #6519
title:b_somapur.title_province = { add_special_building = somapura_university_01 } #848
if = { limit = { game_start_date >= 1178.10.1 } title:b_firenze.title_province = { add_special_building = duomo_florence_02 } } #2543
else = { title:b_firenze.title_province = { add_special_building = duomo_florence_01 } }
title:b_konarak.title_province = { add_special_building_slot = konark_temple_01 } #928
title:b_fes.title_province = { add_special_building = al_qarawiyyin_university_01 } #4694
title:b_kairouan.title_province = { add_special_building = kairouan_basins_01 } #4594
title:b_al-ghaba.title_province = { add_special_building = ghana_palace_01 } #6628 #NOTE: likely existed since the 8th, but earliest (only) source on palace is from 1068
title:b_visegrad_hun.title_province = { add_special_building_slot = visegrad_castle_01 } #3803
if = { limit = { game_start_date >= 1161.9.15 } title:b_leczyca.title_province = { add_special_building = wawel_cathedral_01 } } #4924 #Date of consecreation of Archcollegiate Church of St. Mary and St. Alexius in Tum
else = { title:b_leczyca.title_province = { add_special_building_slot = wawel_cathedral_01 } }
title:b_vatapi.title_province = { add_special_building = vatapi_caves_01 } #1198
if = { limit = { game_start_date >= 1178.10.1 } title:b_jaisalmer.title_province = { add_special_building = jaisalmer_fort_01 } } #3387
else = { title:b_jaisalmer.title_province = { add_special_building_slot = jaisalmer_fort_01 } } #3387
}
### RELIGIOUS THINGS ###
# Set up Holy Site Buildings to be buildable in Holy Sites
religion:islam_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_mosque_01
}
}
}
}
religion:eastern_orthodox_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_cathedral_01
}
}
}
}
religion:catholic_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_cathedral_01
}
}
}
}
religion:protestant_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_cathedral_01
}
}
}
}
religion:zoroastrianism_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_fire_temple_01
}
}
}
}
religion:buddhism_religion = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_buddhist_grand_temple_01
}
}
}
}
# religion:shintoism_religion = {
# every_faith = {
# every_holy_site = {
# limit = {
# title_province = {
# has_special_building_slot = no
# }
# }
# title_province = {
# add_special_building_slot = holy_site_japanese_temple_01
# }
# }
# }
# }
# religion:taoism_religion = {
# every_faith = {
# every_holy_site = {
# limit = {
# title_province = {
# has_special_building_slot = no
# }
# }
# title_province = {
# add_special_building_slot = holy_site_chinese_temple_01
# }
# }
# }
# }
# religion:confucianism_religion = {
# every_faith = {
# every_holy_site = {
# limit = {
# title_province = {
# has_special_building_slot = no
# }
# }
# title_province = {
# add_special_building_slot = holy_site_chinese_temple_01
# }
# }
# }
# }
# every_religion_global = {
# limit = {
# OR = {
# this = religion:hinduism_religion
# this = religion:jainism_religion
# this = religion:tani_religion
# this = religion:bon_religion
# }
# }
# every_faith = {
# every_holy_site = {
# limit = {
# title_province = {
# has_special_building_slot = no
# }
# }
# title_province = {
# add_special_building_slot = holy_site_indian_grand_temple_01
# }
# }
# }
# }
# every_religion_global = {
# limit = {
# OR = {
# this = religion:satsana_phi_religion
# this = religion:dayawism_religion
# this = religion:hantuism_religion
# this = religion:satsana_phi_religion
# this = religion:kaharingan_religion
# this = religion:tolotang_religion
# this = religion:aluk_religion
# this = religion:dab_qhuas_religion
# this = religion:biliku_religion
# }
# }
# every_faith = {
# every_holy_site = {
# limit = {
# title_province = {
# has_special_building_slot = no
# }
# }
# title_province = {
# add_special_building_slot = holy_site_se_asia_pagan_temple_01
# }
# }
# }
# }
every_religion_global = {
limit = {
is_in_family = rf_pagan
}
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_pagan_grand_temple_01
}
}
}
}
every_religion_global = {
every_faith = {
every_holy_site = {
limit = {
title_province = {
has_special_building_slot = no
}
}
title_province = {
add_special_building_slot = holy_site_other_grand_temple_01
}
}
}
}
# # If your capital on game start is Mecca, you get the Hajjaj trait (since you can't Hajj to your capital)
# title:b_makka.county.holder = {
# if = {
# limit = {
# faith = { has_doctrine_parameter = mandatory_hajj }
# NOT = { has_trait = hajjaj }
# }
# # Have some Hajjaj
# add_trait = hajjaj
# }
# }
# # Pagans that start pre-reformed
# ## Bon has already been reformed into new bon.
# faith:old_bon = {
# set_variable = { name = has_been_reformed }
# }
#
# # Mark some faiths to block conversion till specific decisions are taken.
# faith:basque_pagan = {
# set_variable = { name = block_conversion_till_decision_taken }
# }
# faith:adoptionist = {
# set_variable = { name = block_conversion_till_nebulous_circumstances }
# }
# # Kuzarite cannot be reformed under normal circumstances
# faith:kabarism = {
# set_variable = { name = block_reformation_var }
# }
#
# ### GAME RULE: EXTRA ADMINS
# apply_historic_administrative_game_rule_effect = yes
#
# ### 1178 CRUSADE SETUP ###
# if = {
# limit = {
# game_start_date >= 1178.10.1
# }
# religion:islam_religion = {
# set_variable = {
# name = variable_ghw_unlocked
# value = yes
# }
# }
# religion:christianity_religion = {
# set_variable = {
# name = variable_ghw_unlocked
# value = yes
# }
# }
# set_global_variable = {
# name = had_first_catholic_crusade
# value = yes
# }
# }
# if = {
# limit = {
# game_start_date >= 1178.10.1
# }
# character:st_amand_1 = {
# save_scope_as = leader
# }
# character:223523 = {
# save_scope_as = founder
# }
# title:b_saida = {
# save_scope_as = barony
# }
# create_holy_order_neutral_effect = {
# LEADER = scope:leader
# CAPITAL = scope:barony
# NEW_HO_SCOPE = new_holy_order
# FOUNDER = scope:founder
# }
# }
# if = {
# limit = {
# game_start_date >= 1178.10.1
# }
# character:231000 = {
# save_scope_as = leader_1
# }
# character:223523 = {
# save_scope_as = founder_1
# }
# title:b_hebron = {
# save_scope_as = barony_1
# }
# create_holy_order_neutral_effect = {
# LEADER = scope:leader_1
# CAPITAL = scope:barony_1
# NEW_HO_SCOPE = new_holy_order
# FOUNDER = scope:founder_1
# }
# }
#
### UNIVERSITIES ###
title:b_fes.title_province = {
if = {
limit = {
has_special_building_slot = no #Depends on DLC
}
add_special_building_slot = generic_university
}
}
title:b_somapur.title_province = {
if = {
limit = {
has_special_building_slot = no #Depends on DLC
}
add_special_building_slot = generic_university
}
}
#title:b_bologna.title_province = { add_special_building_slot = generic_university } # Added in province history
title:b_salamanca.title_province = { add_special_building_slot = generic_university }
title:b_madrid.title_province = { add_special_building_slot = generic_university }
#title:b_oxford.title_province = { add_special_building_slot = generic_university } # Added in province history
title:b_cambridge.title_province = { add_special_building_slot = generic_university }
title:b_padua.title_province = { add_special_building_slot = generic_university }
title:b_coimbra.title_province = { add_special_building_slot = generic_university }
title:b_napoli.title_province = { add_special_building_slot = generic_university }
title:b_milano.title_province = { add_special_building_slot = generic_university }
title:b_vienna.title_province = { add_special_building_slot = generic_university }
title:b_praha.title_province = { add_special_building_slot = generic_university }
title:b_perugia.title_province = { add_special_building_slot = generic_university }
title:b_malappuram.title_province = { add_special_building_slot = generic_university }
title:b_janakpur.title_province = { add_special_building_slot = generic_university }
title:b_uppsala.title_province = { add_special_building_slot = generic_university }
title:b_montlhery.title_province = { add_special_building_slot = generic_university } # Technically should be Paris, but that's occupied by Notre Dame
title:b_qartajana.title_province = { add_special_building_slot = generic_university } # Technically should be Tunis, but that's occupied by a cathedral
title:b_wazwan.title_province = { add_special_building_slot = generic_university } # Technically should be Isfahan, but that's occupied by the Friday Mosque
title:b_sarsar.title_province = { add_special_building_slot = generic_university } # Technically should be Baghdad, but that's occupied by the House of Wisdom
title:b_speyer.title_province = { add_special_building_slot = generic_university } # 1350ish, should be in Heidelberg but that's a church
title:b_krakow.title_province = { add_special_building_slot = generic_university } # 1364
title:b_pisa.title_province = { add_special_building_slot = generic_university } # 1350ish
title:b_rostock.title_province = { add_special_building_slot = generic_university } # 1400ish
title:b_turin.title_province = { add_special_building_slot = generic_university } # 1400ish
title:b_ferrara.title_province = { add_special_building_slot = generic_university } # 1400ish
title:b_leipzig.title_province = { add_special_building_slot = generic_university } # 1400ish, a city holding
title:b_messina.title_province = { add_special_building_slot = generic_university } # 1400ish, should be in Catania but that's a church
if = {
limit = {
has_cp3_dlc_trigger = yes
}
title:b_sitges.title_province = { add_special_building_slot = generic_university } # Should be Barcelona but that location has another building now
}
else = {
title:b_barcelona.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
}
title:b_dumbarton.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
title:b_bidar.title_province = { add_special_building_slot = generic_university } # 1450ish, but still fun to build
title:b_changsha.title_province = {
add_special_building_slot = generic_university
}
### GREAT WALL OF CHINA ###
# title:b_wulan.title_province = { add_great_building = the_great_wall_01 }
# title:b_fengan.title_province = { add_great_building = the_great_wall_01 }
# title:b_mingsha.title_province = { add_great_building = the_great_wall_01 }
# title:b_yaode.title_province = { add_great_building = the_great_wall_01 }
# title:b_huile.title_province = { add_great_building = the_great_wall_01 }
# title:b_baojing.title_province = { add_great_building = the_great_wall_01 }
# title:b_huaiyuan.title_province = { add_great_building = the_great_wall_01 }
# title:b_shengwei.title_province = { add_great_building = the_great_wall_01 }
# title:b_hequ.title_province = { add_great_building = the_great_wall_01 }
# title:b_helan.title_province = { add_great_building = the_great_wall_01 }
# title:b_dengkou.title_province = { add_great_building = the_great_wall_01 }
# title:b_wuluhai.title_province = { add_great_building = the_great_wall_01 }
# title:b_yongfeng.title_province = { add_great_building = the_great_wall_01 }
# title:b_jiuyuan.title_province = { add_great_building = the_great_wall_01 }
# title:b_tiande.title_province = { add_great_building = the_great_wall_01 }
#
# title:b_jincheng.title_province = { add_great_building = the_great_wall_02 }
# title:b_huichuan.title_province = { add_great_building = the_great_wall_02 }
# title:b_huairong_2.title_province = { add_great_building = the_great_wall_02 }
# title:b_pinggao.title_province = { add_great_building = the_great_wall_02 }
# title:b_huaide.title_province = { add_great_building = the_great_wall_02 }
# title:b_fangqu.title_province = { add_great_building = the_great_wall_02 }
# title:b_huaian_2.title_province = { add_great_building = the_great_wall_02 }
# title:b_luoyuan.title_province = { add_great_building = the_great_wall_02 }
# title:b_hengshan_3.title_province = { add_great_building = the_great_wall_02 }
# title:b_wuyan.title_province = { add_great_building = the_great_wall_02 }
# title:b_ningshuo.title_province = { add_great_building = the_great_wall_02 }
# title:b_longquan.title_province = { add_great_building = the_great_wall_02 }
# title:b_rulin.title_province = { add_great_building = the_great_wall_02 }
# title:b_kaiguang.title_province = { add_great_building = the_great_wall_02 }
# title:b_linzhou_yincheng.title_province = { add_great_building = the_great_wall_02 }
# title:b_xiazhou_dejing_east.title_province = { add_great_building = the_great_wall_02 }
#
# title:b_xuande.title_province = { add_great_building = the_great_wall_03 }
# title:b_baishui.title_province = { add_great_building = the_great_wall_03 }
# title:b_rouxuan.title_province = { add_great_building = the_great_wall_03 }
# title:b_cirlxj_yangcheng.title_province = { add_great_building = the_great_wall_03 }
#
# ### COA ###
# if = {
# limit = {
# game_start_date <= 1000.1.1
# }
# title:e_scandinavia = { set_coa = e_scandinavia_norse }
# title:k_sweden = { set_coa = k_sweden_norse }
# title:d_svealand = { set_coa = d_svealand_norse }
# title:c_upland = { set_coa = c_upland_norse }
# title:c_gastrikland = { set_coa = c_gastrikland_norse }
# title:c_sodermannaland = { set_coa = c_sodermannaland_norse }
# title:c_aland = { set_coa = c_aland_norse }
# title:d_bergslagen = { set_coa = d_bergslagen_norse }
# title:c_vastmanland = { set_coa = c_vastmanland_norse }
# title:c_varmland = { set_coa = c_varmland_norse }
# title:c_dalarna = { set_coa = c_dalarna_norse }
# title:c_dalabergslagen = { set_coa = c_dalabergslagen_norse }
# title:d_vastergotland = { set_coa = d_vastergotland_norse }
# title:c_vastergotland = { set_coa = c_vastergotland_norse }
# title:c_skara = { set_coa = c_skara_norse }
# title:c_dal = { set_coa = c_dal_norse }
# title:c_nordmark = { set_coa = c_nordmark_norse }
# title:d_ostergotland = { set_coa = d_ostergotland_norse }
# title:c_ostergotland = { set_coa = c_ostergotland_norse }
# title:c_kinda = { set_coa = c_kinda_norse }
# title:c_narke = { set_coa = c_narke_norse }
# title:d_smaland = { set_coa = d_smaland_norse }
# title:c_more = { set_coa = c_more_norse }
# title:c_sevede = { set_coa = c_sevede_norse }
# title:c_varend = { set_coa = c_varend_norse }
# title:c_njudung = { set_coa = c_njudung_norse }
# title:c_finnveden = { set_coa = c_finnveden_norse }
# title:c_oland = { set_coa = c_oland_norse }
# title:d_norrland = { set_coa = d_norrland_norse }
# title:c_halsingland = { set_coa = c_halsingland_norse }
# title:c_medelpad = { set_coa = c_medelpad_norse }
# title:c_angermanland = { set_coa = c_angermanland_norse }
# title:d_gotland = { set_coa = d_gotland_norse }
# title:c_gutland = { set_coa = c_gutland_norse }
# title:k_norway = { set_coa = k_norway_norse }
# title:d_viken = { set_coa = d_viken_norse }
# title:c_vingulmork = { set_coa = c_vingulmork_norse }
# title:c_raniriki = { set_coa = c_raniriki_norse }
# title:c_vestfold = { set_coa = c_vestfold_norse }
# title:c_telemark = { set_coa = c_telemark_norse }
# title:d_agder = { set_coa = d_agder_norse }
# title:c_nedenes = { set_coa = c_nedenes_norse }
# title:c_agdeside = { set_coa = c_agdeside_norse }
# title:d_vestlandi = { set_coa = d_vestlandi_norse }
# title:c_rogalandi = { set_coa = c_rogalandi_norse }
# title:c_hordalandi = { set_coa = c_hordalandi_norse }
# title:c_sogn = { set_coa = c_sogn_norse }
# title:d_trandalog = { set_coa = d_trandalog_norse }
# title:c_trandheim = { set_coa = c_trandheim_norse }
# title:c_norwegian_more = { set_coa = c_norwegian_more_norse }
# title:c_firdafylki = { set_coa = c_firdafylki_norse }
# title:d_dalir = { set_coa = d_dalir_norse }
# title:c_hedmork = { set_coa = c_hedmork_norse }
# title:c_gudbrandsdalir = { set_coa = c_gudbrandsdalir_norse }
# title:c_eystridalir = { set_coa = c_eystridalir_norse }
# title:c_gauldala = { set_coa = c_gauldala_norse }
# title:d_halogaland = { set_coa = d_halogaland_norse }
# title:c_vastvag = { set_coa = c_vastvag_norse }
# title:c_bothin = { set_coa = c_bothin_norse }
# title:c_namdalfylki = { set_coa = c_namdalfylki_norse }
# title:d_iceland = { set_coa = d_iceland_norse }
# title:c_vestisland = { set_coa = c_vestisland_norse }
# title:c_nordrland = { set_coa = c_nordrland_norse }
# title:c_austisland = { set_coa = c_austisland_norse }
# title:c_sudurland = { set_coa = c_sudurland_norse }
# title:d_northern_isles = { set_coa = d_northern_isles_norse }
# title:c_orkney = { set_coa = c_orkney_norse }
# title:c_faereyar = { set_coa = c_faereyar_norse }
# title:c_shetland = { set_coa = c_shetland_norse }
# title:d_jamtland = { set_coa = d_jamtland_norse }
# title:c_jamtfir = { set_coa = c_jamtfir_norse }
# title:c_morarna = { set_coa = c_morarna_norse }
# title:c_helgum = { set_coa = c_helgum_norse }
# title:c_harjadalen = { set_coa = c_harjadalen_norse }
# title:k_denmark = { set_coa = k_denmark_norse }
# title:d_sjaelland = { set_coa = d_sjaelland_norse }
# title:c_sjaelland = { set_coa = c_sjaelland_norse }
# title:c_fyn = { set_coa = c_fyn_norse }
# title:c_lolland_falster = { set_coa = c_lolland_falster_norse }
# title:d_skane = { set_coa = d_skane_norse }
# title:c_skane = { set_coa = c_skane_norse }
# title:c_halland = { set_coa = c_halland_norse }
# title:c_bornholm = { set_coa = c_bornholm_norse }
# title:c_blekinge = { set_coa = c_blekinge_norse }
# title:d_jylland = { set_coa = d_jylland_norse }
# title:c_aarhus = { set_coa = c_aarhus_norse }
# title:c_viborg = { set_coa = c_viborg_norse }
# title:c_ringkobing = { set_coa = c_ringkobing_norse }
# title:c_aalborg = { set_coa = c_aalborg_norse }
# title:d_slesvig = { set_coa = d_slesvig_norse }
# title:c_slesvig = { set_coa = c_slesvig_norse }
# title:c_vorbasse = { set_coa = c_vorbasse_norse }
# title:c_ribe = { set_coa = c_ribe_norse }
# title:d_york = { set_coa = d_york_norse }
# title:c_east_riding = { set_coa = c_east_riding_norse }
# title:d_western_isles = { set_coa = d_western_isles_norse }
# title:c_inner_hebrides = { set_coa = c_inner_hebrides_norse }
# title:c_dublin = { set_coa = c_dublin_norse }
# title:c_argyll = { set_coa = c_argyll_norse }
# }
# if = {
# limit = {
# game_start_date >= 1067.12.25
# }
# title:k_england = { set_coa = k_england_norman }
# }
# if = {
# limit = {
# game_start_date >= 938.1.1
# }
# title:k_viet = { set_coa = k_dai_viet }
# }
### GRANDEUR ###
#Royal Court: Set starting Grandeur to be the same as Expected
if = {
limit = {
has_dlc_feature = royal_court
}
every_character_with_royal_court = {
set_current_court_grandeur = court_grandeur_minimum_expected
apply_hold_court_grace_effect = yes
# Stops Hold Court reminders at game start
set_variable = {
name = last_hold_court_date
value = current_year
}
}
}
if = {
limit = { has_tgp_dlc_trigger = no }
title:k_yongson_throne ?= {
holder ?= {
destroy_title = prev
}
}
}
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
# Set up anyone who should be in a regency at start whether we have sources or not.
## If you start as a child, incapable, or imprisoned, you get a regency.
if = {
limit = {
OR = {
is_adult = no
is_incapable = yes
is_imprisoned = yes
}
}
# We don't want to check over so many characters *twice*, so we check again inside the block to determine what type of regency to put 'em in.
## Temporary Regencies.
if = {
limit = { is_imprisoned = yes }
trigger_event = {
id = diarchy.0001
delayed = yes
}
}
## Entrenched Regencies.
else = {
trigger_event = {
id = diarchy.0011
delayed = yes
}
}
}
if = {
limit = {
has_mpo_dlc_trigger = no
}
if = {
limit = {
has_government = nomad_government
}
change_government = tribal_government
}
else_if = {
limit = {
has_government = herder_government
}
change_government = tribal_government
}
}
# Set Coronation laws for everyone
if = {
limit = {
coronation_trigger = yes
}
if = {
limit = {
highest_held_title_tier = tier_kingdom
}
add_realm_law_skip_effects = crowned_king
set_variable = crowned_king_var
}
else_if = {
limit = {
highest_held_title_tier > tier_kingdom
}
add_realm_law_skip_effects = crowned_emperor
set_variable = crowned_emperor_var
}
}
# Admin - Let's give existing governors the Governor trait on game start
if = {
limit = {
is_governor = yes
NOT = { has_trait = governor }
OR = {
government_allows = administrative
government_is_japanese_trigger = yes
}
}
add_trait = governor
add_trait_xp = {
trait = governor
value = {
add = primary_title.title_held_years
multiply = 2
if = {
limit = {
age >= 50
has_government = japan_administrative_government
}
add = {
value = age
divide = 4
}
}
}
}
}
# Clean up TGP governments is the Expansion is not enabled
if = {
limit = { has_tgp_dlc_trigger = no }
# TGP: Clean up maritime tribal govs and revert them to non-dlc tribals
if = {
limit = {
government_has_flag = government_is_wanua
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = tribal_government
}
# TGP: Clean up mandala govs and revert them to non-dlc feudals
else_if = {
limit = {
government_has_flag = government_is_mandala
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
### Every Celestial/Meritocratic/Japanese Government becomes feudal if DLC not enabled, pre-lobby history setup ###
else_if = {
limit = {
OR = {
has_government = celestial_government
has_government = meritocratic_government
has_government = steppe_admin_government
has_government = japan_administrative_government
has_government = japan_feudal_government
}
}
empty_treasury_when_abandoning_landed_life_effect = yes
change_government = feudal_government
}
if = {
limit = {
any_held_title = {
is_noble_family_title = yes
}
}
every_held_title = {
limit = {
is_noble_family_title = yes
title_domicile ?= {
OR = {
is_domicile_type = japanese_manor
is_domicile_type = east_asian_estate
}
}
}
save_temporary_scope_as = family_title
prev = { destroy_title = scope:family_title }
}
}
}
# TGP: Adjust China's starting laws
else_if = {
limit = {
realm_law_use_celestial_bureaucracy = yes
}
if = {
limit = {
game_start_date >= 1066.9.15
}
add_realm_law_skip_effects = celestial_bureaucracy_2
if = {
limit = {
top_liege != this
}
add_realm_law_skip_effects = celestial_army_vassal_law_2
}
else = {
add_realm_law_skip_effects = celestial_army_liege_law_2 # Let's give them the matching army level as well
}
}
}
if = {
limit = {
has_domicile = yes
any_held_title = {
is_noble_family_title = yes
}
}
if = {
limit = {
is_landed = yes
domicile.domicile_location != this.capital_province
}
random_held_title = {
limit = {
is_noble_family_title = yes
}
set_capital_county = prev.capital_county
}
domicile ?= {
move_domicile = prev.capital_province
}
}
if = {
limit = {
tgp_is_any_minister = yes
}
random_held_title = {
limit = {
tier = tier_empire
}
set_capital_county = prev.top_liege.capital_county
}
random_held_title = {
limit = {
is_noble_family_title = yes
}
set_capital_county = prev.top_liege.capital_county
}
domicile ?= {
move_domicile = prev.top_liege.capital_province
}
}
}
}
# DYNASTIC CYCLE SETUP
# situation:dynastic_cycle ?= {
# title:h_china = {
# set_variable = {
# name = years_since_imperial_examination
# value = 0
# }
# }
# if = {
# limit = { game_start_date < 868.1.1 }
# tgp_set_wuking_element_effect = { ELEMENT = earth } # Tang
# every_situation_sub_region = {
# add_takeover_phase_points = {
# phase = situation_dynastic_cycle_phase_chaos
# points = 800
# }
# }
# }
# else = {
# tgp_set_wuking_element_effect = { ELEMENT = fire } # Song
# }
# }
setup_tributaries_effect = yes # defined in 00_tributary_setup_effect.txt
# ### FERTILE LANDS ###
# # For deserts that are supposed to be very fertile
# title:c_taizz = { add_county_modifier = fertile_desert_mountains_modifier }
# title:c_mandab = { add_county_modifier = fertile_desert_mountains_modifier }
# title:c_zabid = { add_county_modifier = fertile_desert_mountains_modifier }
# title:c_sanaa = { add_county_modifier = fertile_desert_mountains_modifier }
# title:c_dathina = { add_county_modifier = fertile_desert_mountains_modifier }
#
# ### HENDEKAPOLIS ###
# title:c_ionia = { add_county_modifier = dodekapolis_modifier }
# title:c_chios = { add_county_modifier = dodekapolis_modifier }
# title:c_aeolis = { add_county_modifier = dodekapolis_modifier }
# title:c_lesbos = { add_county_modifier = dodekapolis_modifier }
#
# ### GREECE BACKWATER COUNTIES ###
# if = {
# limit = { has_ep3_dlc_trigger = yes }
# title:c_laconia = { add_county_modifier = backwater_county_modifier }
# title:c_messenia = { add_county_modifier = backwater_county_modifier }
# title:c_korinthos = { add_county_modifier = backwater_county_modifier }
# title:c_achaia = { add_county_modifier = backwater_county_modifier }
# title:c_cephalonia = { add_county_modifier = backwater_county_modifier }
# title:c_attica = { add_county_modifier = backwater_county_modifier }
# title:c_boeotia = { add_county_modifier = backwater_county_modifier }
# title:c_aetolia = { add_county_modifier = backwater_county_modifier }
# title:c_naxos = { add_county_modifier = backwater_county_modifier }
# title:c_euboea = { add_county_modifier = backwater_county_modifier }
# title:c_neopatras = { add_county_modifier = backwater_county_modifier }
# title:c_demetrias = { add_county_modifier = backwater_county_modifier }
# title:c_thessaliotis = { add_county_modifier = backwater_county_modifier }
# title:c_thessalia = { add_county_modifier = backwater_county_modifier }
# title:c_epeiros = { add_county_modifier = backwater_county_modifier }
# title:c_buthrotum = { add_county_modifier = backwater_county_modifier }
# title:c_veria = { add_county_modifier = backwater_county_modifier }
# title:c_metzovo = { add_county_modifier = backwater_county_modifier }
# title:c_chalkidike = { add_county_modifier = backwater_county_modifier }
# title:c_thessalonika = { add_county_modifier = backwater_county_modifier }
# title:c_serres = { add_county_modifier = backwater_county_modifier }
# title:c_mosynopolis = { add_county_modifier = backwater_county_modifier }
# title:c_ohrid = { add_county_modifier = backwater_county_modifier }
# title:c_antipatreia = { add_county_modifier = backwater_county_modifier }
# title:c_dyrrachion = { add_county_modifier = backwater_county_modifier }
# title:c_avlonas = { add_county_modifier = backwater_county_modifier }
# }
#
# ### Pandidakterion IN CONSTANTINOPLE ###
# if = {
# limit = {
# has_ep3_dlc_trigger = yes
# current_date >= 1046.1.1
# }
# title:c_byzantion = { add_county_modifier = pandidakterion_university_modifier }
# }
#
# if = {
# limit = {
# has_dlc_feature = hybridize_culture
# NOT = {
# has_dlc_feature = khans_of_the_steppe
# }
# }
# culture:mongol = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:khitan = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:jurchen = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:cuman = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:bolghar = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:bashkir = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:karluk = {
# add_culture_tradition = tradition_malleable_invaders
# }
# culture:shatuo = {
# add_culture_tradition = tradition_malleable_invaders
# }
# }
#
# if = {
# limit = {
# NOT = {
# has_dlc_feature = khans_of_the_steppe
# }
# }
# culture:hunnic = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:saka = { add_culture_tradition = tradition_horse_lords }
# culture:alan = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:mongol = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:buryat = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:oirat = { add_culture_tradition = tradition_horse_lords }
# culture:naiman = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:kerait = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:khitan = { add_culture_tradition = tradition_horse_lords }
# culture:tuyuhun = { add_culture_tradition = tradition_horse_lords }
# culture:jurchen = { add_culture_tradition = tradition_horse_lords }
# culture:cuman = { add_culture_tradition = tradition_horse_lords }
# culture:khazar = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:bolghar = { add_culture_tradition = tradition_horse_lords }
# culture:bashkir = { add_culture_tradition = tradition_horse_lords }
# culture:avar = { add_culture_tradition = tradition_horse_lords }
# culture:karluk = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:kimek = { add_culture_tradition = tradition_horse_lords }
# culture:kipchak = { add_culture_tradition = tradition_horse_lords }
# culture:laktan = { add_culture_tradition = tradition_horse_lords }
# culture:kirghiz = { add_culture_tradition = tradition_horse_lords }
# culture:yughur = { add_culture_tradition = tradition_horse_lords add_culture_tradition = tradition_steppe_tolerance }
# culture:uriankhai = { add_culture_tradition = tradition_horse_lords }
# culture:chuvash = { add_culture_tradition = tradition_horse_lords }
# culture:ongud = { add_culture_tradition = tradition_horse_lords }
# culture:turkmen = { add_culture_tradition = tradition_horse_lords }
# culture:mogyer = { add_culture_tradition = tradition_horse_lords }
# culture:pecheneg = { add_culture_tradition = tradition_horse_lords }
# culture:ongud = { add_culture_tradition = tradition_steppe_tolerance }
# culture:uyghur = { add_culture_tradition = tradition_steppe_tolerance }
# #culture:turkish = { add_culture_tradition = tradition_horse_lords }
# }
# ### DEBUG GLOBAL VARIABLES ###
# # We set these here so that they present nicely and you can see when some variables register zero.
#
# # FP3 Struggle.
# if = {
# limit = { gather_debug_variables_for_persian_struggle_trigger = yes }
# # ENDING
# set_global_variable = {
# name = sp_end_date
# value = 0
# }
# # There's also fp3_struggle_ending; we don't track that here because it has functional usage that depends on it existing or not, so it's not a debug variable.
#
# # PHASES
# set_global_variable = {
# name = sp_phase_unrest
# value = 0
# }
# set_global_variable = {
# name = sp_phase_stabil
# value = 0
# }
#
# # UNREST
# set_global_variable = {
# name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_major
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_medium
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minor
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_yearly_influential_house_is_antagonistic_minimal
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_becomes_rival_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_gain_claim_on_title_fp3
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_usurp_title_fp3
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_cadet_branch_created
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_supporter_forced_conversion
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_execute_supporter
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_imprison_supporter
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_unnatural_death_supporter
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_reveal_secret_supporter
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_turn_supporter_into_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_forming_alliance_between_detractor_uninvolved_rulers
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_detractor_win_unfair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_detractor_win_fair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_detractor_declare_unfair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_detractor_declare_fair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_unrest_catalyst_became_detractor_fp3
# value = 0
# }
# # STABILISATION
# set_global_variable = {
# name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_major
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_medium
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minor
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_yearly_influential_house_is_harmonious_minimal
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_learned_new_language_important
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_vassalize_independent_ruler
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_invite_involved_as_honorary_guests_to_feast_hunt
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_supporter_win_unfair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_supporter_win_fair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_supporter_declare_unfair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_supporter_declare_fair_war_within_the_region
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_install_loyalist_cb
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_imprison_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_execute_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_unnatural_death_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_reveal_secret_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_detractor_forced_conversion
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_turn_detractor_into_supporter
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_gain_struggle_titles_from_interlopers_uninvolved
# value = 0
# }
# set_global_variable = {
# name = sp_stabil_catalyst_became_supporter_fp3
# value = 0
# }
# # CONCESSION
# set_global_variable = {
# name = sp_concession_catalyst_missing_caliphate_or_arabian_empire
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_caliph_or_emperor_loses_revolt_war
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_caliph_or_emperor_accepts_faction_demands
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_caliph_died_violently
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_caliph_died_naturally
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_war_ends_in_white_peace_between_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_became_best_friend_soulmate_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_became_friend_lover_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_forming_alliance_between_supporter_detractor_rulers
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_abandon_hook_on_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_grants_pardon_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_release_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_ransom_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_grants_vassal_to_de_jure_liege_supporter_detractor
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_gift_supporter_detractor_ruler
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_interloper_uninvolved_gain_struggle_titles
# value = 0
# }
# set_global_variable = {
# name = sp_concession_catalyst_raided_involved
# value = 0
# }
# }
#
# # UNITY CONFIG
# ## 867.
# if = {
# limit = { game_start_date = 867.1.1 }
# # Twiddle some starting unities.
# ## The Abassids are in the middle of a self-killing frenzy, so we lower theirs substantially.
# house:house_abbasid ?= {
# add_unity_value = {
# value = -100
# # This is from historical circumstances, so we just do use the house head.
# character = house_head
# desc = clan_unity_historical_circumstances.desc
# }
# }
# ## The Samanids are juuuuust about to get started on killing each other over who gets to lead Transoxiana.
# house:house_samanid ?= {
# add_unity_value = {
# value = -40
# # This is from historical circumstances, so we just do use the house head.
# character = house_head
# desc = clan_unity_historical_circumstances.desc
# }
# }
# ## The Afrighids (both of them) are having fairly few arguments because only one of them can speak and it's very easy to manage relations with a baby.
# dynasty:1042112.dynast.house ?= {
# add_unity_value = {
# value = 50
# # This is from historical circumstances, so we just do use the house head.
# character = house_head
# desc = clan_unity_historical_circumstances.desc
# }
# }
# ## The Tahirids are scattered but actually get along quite well and support each other politically (mostly).
# dynasty:811.dynast.house ?= {
# add_unity_value = {
# value = 100
# # This is from historical circumstances, so we just do use the house head.
# character = house_head
# desc = clan_unity_historical_circumstances.desc
# }
# }
# ## The Umayyads are having something of a renaissance.
# dynasty:597.dynast.house ?= {
# add_unity_value = {
# value = 100
# # This is from historical circumstances, so we just do use the house head.
# character = house_head
# desc = clan_unity_historical_circumstances.desc
# }
# }
# }
# # LEGITIMACY CONFIG
# ## 867.
# if = {
# limit = { game_start_date = 867.1.1 }
# ## Basileus Basileios was actually elected, so he's technically legitimate, but starts at level 2. With this he should be level 3.
# character:1700 = {
# add_legitimacy = major_legitimacy_gain
# }
# }
#
# # Cultural setup
# if = {
# limit = {
# game_start_date = 1178.10.1
# }
# culture:norman = {
# set_name_list = name_list_late_norman
# }
# }
#
# ### EP3 BYZANTIUM IMPORTANT COUNTIES ###
# if = {
# limit = { has_ep3_dlc_trigger = yes }
# title:c_antiocheia = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_jerusalem = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_alexandria = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_abbadan = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_edessa = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_bari = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_siracusa = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_roma = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_ravenna = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_tunis = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_tangiers = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_murcia = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_lombardia = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_trier = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_cumberland = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_northumberland = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_chandax = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_tourraine = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = ep3_emperor_yearly.2000
# }
# }
# title:c_byzantion = {
# set_important_location = {
# title = title:e_byzantium
# enter_realm_event = roman_restoration.1200
# }
# set_important_location = {
# title = title:h_roman_empire
# enter_realm_event = roman_restoration.1200
# }
# set_important_location = {
# title = title:h_eastern_roman_empire
# enter_realm_event = roman_restoration.1200
# }
# }
# }
# MPO Tribes of the North cultrad mechanic
if = {
limit = {
has_dlc_feature = khans_of_the_steppe
}
every_county_in_region = {
region = mpo_region_permafrost
if = {
limit = {
holder.culture ?= culture
culture = {
has_cultural_parameter = permafrost_modifier_mechanic
}
}
add_county_modifier = mpo_siberian_permafrost_modifier
}
else = {
add_county_modifier = mpo_siberian_permafrost_modifier_bad
}
}
}
# Byzantine name game rule
# title:e_byzantium = {
# if = {
# limit = {
# has_game_rule = eastern_rome_name_of_byzantium
# }
# set_title_name = e_eastern_roman_empire
# }
# else_if = {
# limit = {
# has_game_rule = roman_empire_name_of_byzantium
# }
# set_title_name = h_roman_empire
# }
# else_if = {
# limit = {
# has_game_rule = romania_name_of_byzantium
# }
# set_title_name = e_romania_empire
# }
# else_if = {
# limit = {
# has_game_rule = empire_of_the_greeks_name_of_byzantium
# }
# set_title_name = e_empire_of_the_greeks
# }
# else_if = {
# limit = {
# has_game_rule = rhomaion_name_of_byzantium
# }
# set_title_name = e_rhomaion
# }
# else_if = {
# limit = {
# has_game_rule = unholy_roman_empire_name_of_byzantium
# }
# set_title_name = e_unholy_roman_empire
# }
# }
# Remove Coronation Doctrine if you don't have the DLC
if = {
limit = {
has_ach_dlc_trigger = no
}
every_religion_global = {
every_faith = {
switch = {
trigger = has_doctrine
doctrine_no_anointment = { remove_doctrine = doctrine_no_anointment }
doctrine_anointment_permitted = { remove_doctrine = doctrine_anointment_permitted }
doctrine_imperial_anointment = { remove_doctrine = doctrine_imperial_anointment }
}
}
}
}
# Set Coronation laws for everyone
if = {
limit = {
has_ach_dlc_trigger = yes
}
every_ruler = {
limit = {
coronation_trigger = yes
age >= 12
# NOT = { this = character:1316 } # Heinrich IV was coronated in 1084
}
save_temporary_scope_as = ruler
if = {
limit = {
highest_held_title_tier > tier_kingdom
NOT = {
has_any_shunned_or_criminal_trait_in_faith_trigger = {
CHARACTER = scope:ruler
FAITH = scope:ruler.faith
}
faith = { has_doctrine = doctrine_no_anointment }
}
}
if = {
limit = {
NOT = {
has_game_rule = coronation_laws_off
has_realm_law = crowned_emperor
}
}
add_realm_law_skip_effects = crowned_emperor
}
set_variable = crowned_emperor_var
}
else = {
if = {
limit = {
NOT = {
has_game_rule = coronation_laws_off
has_realm_law = crowned_king
}
}
add_realm_law_skip_effects = crowned_king
}
set_variable = crowned_king_var
}
}
}
# # TGP: extra legitimacy for the Hegemon, so you don't fold over immediately
# if = {
# limit = { has_tgp_dlc_trigger = yes }
# title:h_china.holder = {
# # and even more for the Song, as they were in a pretty good shape on our start dates
# if = {
# limit = {
# situation:dynastic_cycle ?= {
# OR = {
# situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# }
# }
# add_legitimacy = 4500
# }
# else = {
# add_legitimacy = 3000
# }
# }
# }
### TGP SILK ROAD INNOVATIONS
tgp_silk_road_innovation_setup_effect = yes
set_global_variable = {
name = natural_disaster_initial_grace_period
years = natural_disaster_initial_grace_period_years
}
### TGP Earthquake Regions
# background regions
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_europe_south }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_china }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_pacific_earthquake_region } # Basically Japan, whole region as risky
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_north_east_and_korea }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_mainland } # no Burma since it's already fully covered by sichuan_myanmar_earthquake_region
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_southeast_islands }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_asia_minor }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_middle_east }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_india }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_steppe }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_siberia }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_tibet }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:world_africa_north_east }
# strips
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:himalaya_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:sichuan_myanmar_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:south_china_coastaline_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:north_china_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:mongolia_baikal_earthquake_region }
add_to_global_variable_list = { name = earthquake_region_list target = geographical_region:central_asian_earthquake_region }
### TGP Flood Regions
add_to_global_variable_list = { name = flood_region_list target = geographical_region:amur_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:danube_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:daugava_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:dnieper_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:dniester_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:don_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:elbe_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:ganges_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:garonne_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:godavari_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadalquivir_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:guadiana_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:indus_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:irrawaddy_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:kaveri_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:loire_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:lovat_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:mahanadi_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:mekong_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:niger_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:nile_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:pearl_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:po_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhine_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:rhone_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:seine_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:tapti_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:tigris_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:vistula_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:volga_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:yangtze_river_region }
add_to_global_variable_list = { name = flood_region_list target = geographical_region:yellow_river_region }
##### HISTORICAL HOUSE RELATIONS - deliberately placed above blocs
tgp_setup_historical_house_relation_effect = yes
##### TGP JAPAN #####
if = {
limit = { has_tgp_dlc_trigger = yes }
### DYNASTIES
tgp_dynasty_house_name_setup_effect = yes
### BLOCS — AuH defers to after noble_family_title_realm_setup (see TGP SETUP); else house heads lack NF titles and create_confederation asserts.
if = {
limit = {
NOT = { has_dlc_feature = all_under_heaven }
}
tgp_setup_historical_house_bloc_effect = yes
}
}
#
# if = {
# limit = {
# title:k_magyar = {
# exists = holder
# }
# }
# title:k_magyar = {
# add_title_law = confederation_elective_succession_law
# }
# }
####3UR0P4 T0l3R4NC3######
title:e_europa.holder ?= {
every_vassal = {
limit = {
OR = {
government_has_flag = government_is_feudal
government_has_flag = government_is_tribal
}
vassal_contract_has_modifiable_obligations = yes
OR = {
faith = faith:genevan
faith = faith:anglican_england
faith = faith:lutheran
faith = faith:illuminated
faith = faith:carolingian
faith = faith:atlantean
faith = faith:volksmarchen
}
}
vassal_contract_set_obligation_level = { type = religious_rights level = 1 }
set_subject_contract_modification_blocked = no
}
}
}
}
# Like on_game_start, except it is called once the host (or player, in single player) exits the lobby. Good for anything where you need to know who the players are, or what the game rules are
on_game_start_after_lobby = {
effect = {
disable_succession_calculation = yes
# To prevent the Season Changes event from triggering on game start
situation:the_great_steppe ?= {
every_participant_group = {
every_situation_group_participant = {
set_variable = {
name = steppe_game_start_var
years = 1
}
}
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
is_landed = yes
}
save_scope_as = scoped_farmer
create_nomad_title = {
name = domicile_farmstead
holder = scope:scoped_farmer
government = peasantrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
add_title_law = noble_family_succession_law
}
}
if = {
limit = {
government_has_flag = government_is_prepublic
primary_title = {
NOT = {
has_title_law = saxon_elective_succession_law
}
}
}
every_held_title = {
limit = {
tier >= tier_county
NOT = {
has_title_law = saxon_elective_succession_law
}
}
add_title_law = saxon_elective_succession_law
}
}
if = {
limit = {
government_has_flag = government_is_urepublic
NOT = {
exists = domicile
}
}
save_scope_as = scoped_merchant
create_nomad_title = {
name = domicile_palace
holder = scope:scoped_merchant
government = urbanrepublic_government
save_scope_as = new_title
}
scope:new_title ?= {
add_title_law = noble_family_succession_law
}
}
if = {
limit = {
government_has_flag = government_is_urepublic
primary_title = {
NOT = {
has_title_law = urban_elective_succession_law
}
}
}
every_held_title = {
limit = {
tier >= tier_county
NOT = {
has_title_law = urban_elective_succession_law
}
}
add_title_law = urban_elective_succession_law
}
}
# Extra Nomad Regions
#Tibet
if = {
limit = {
has_mpo_dlc_trigger = yes
has_game_rule = tibet_nomad_region_on
}
start_situation = {
type = game_rule_extra_nomads_tibet
start_phase = situation_steppe_abundant_grazing_season
save_scope_as = my_situation
}
scope:my_situation = {
every_situation_county = {
limit = {
holder = {
government_has_flag = government_is_tribal
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
if = {
limit = {
OR = {
domicile.domicile_culture != capital_county.culture
domicile.domicile_faith != capital_county.faith
}
}
domicile = {
set_domicile_culture = prev.capital_county.culture
set_domicile_faith = prev.capital_county.faith
}
}
}
}
}
}
#Sami
if = {
limit = {
has_mpo_dlc_trigger = yes
has_game_rule = sami_nomad_region_on
}
start_situation = {
type = game_rule_extra_nomads_sami
start_phase = situation_steppe_abundant_grazing_season
save_scope_as = my_situation
}
scope:my_situation = {
every_situation_county = {
limit = {
holder = {
OR = {
culture = culture:sami
culture = culture:karelian
# culture = culture:samoyed
is_ai = no
}
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
#Arabia
if = {
limit = {
has_mpo_dlc_trigger = yes
has_game_rule = arabia_nomad_region_on
}
start_situation = {
type = game_rule_extra_nomads_arabs
start_phase = situation_steppe_severe_drought_season
save_scope_as = my_situation
sub_region = {
key = arabia_nomads
start_phase = situation_steppe_severe_drought_season
map_color = { 34 255 76 }
geographical_regions = { arab_nomad_area }
}
sub_region = {
key = egypt_nomads
start_phase = situation_steppe_abundant_grazing_season
map_color = { 24 155 76 }
geographical_regions = { egypt_nomad_area }
}
}
scope:my_situation = {
every_situation_county = {
limit = {
holder = {
government_has_flag = government_is_tribal
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
#Sahel
if = {
limit = {
has_mpo_dlc_trigger = yes
has_game_rule = sahel_nomad_region_on
}
start_situation = {
type = game_rule_extra_nomads_sahel
start_phase = situation_steppe_severe_drought_season
save_scope_as = my_situation
sub_region = {
key = north_africa_nomads
start_phase = situation_steppe_abundant_grazing_season
map_color = { 155 62 0 }
geographical_regions = { sahel_north_africa_nomad_area }
}
sub_region = {
key = sahara_nomads
start_phase = situation_steppe_severe_drought_season
map_color = { 255 232 100 }
geographical_regions = { sahel_desert_nomad_area }
}
sub_region = {
key = sahel_nomads
start_phase = situation_steppe_abundant_grazing_season
map_color = { 100 46 92 }
geographical_regions = { sahel_sub_saharan_africa_nomad_area }
}
}
scope:my_situation = {
every_situation_county = {
limit = {
holder = {
government_has_flag = government_is_tribal
OR = {
culture = { has_cultural_pillar = heritage_berber }
culture = culture:bedouin
is_ai = no
}
NOR = {
culture = culture:welayta
culture = culture:ethiopian
culture = culture:nubian
culture = culture:daju
}
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
#Horn of Africa
if = {
limit = {
has_mpo_dlc_trigger = yes
has_game_rule = horn_of_africa_nomad_region_on
}
start_situation = {
type = game_rule_extra_nomads_horn
start_phase = situation_steppe_severe_drought_season
save_scope_as = my_situation
}
scope:my_situation = {
every_situation_county = {
limit = {
holder = {
government_has_flag = government_is_tribal
OR = {
culture = culture:somali
culture = culture:beja
culture = culture:afar
culture = culture:bedouin
AND = {
is_ai = no
NOR = {
culture = culture:welayta
culture = culture:ethiopian
culture = culture:nubian
culture = culture:daju
}
}
}
}
}
holder = {
set_variable = {
name = steppe_game_start_var
years = 1
}
every_held_title = {
if = {
limit = {
title_province = {
has_holding_type = tribal_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
}
change_government = nomad_government
}
}
}
}
# ### INITIAL BUDGET CALC, ONE MORE AFTER THE EVERY_RULER ASSIGNS PROVINCE TYPES ###
# if = {
# limit = {
# exists = title:h_china.holder
# has_tgp_dlc_trigger = yes
# }
# title:h_china.holder ?= {
# enact_treasury_budgets_init = yes
# }
# }
every_ruler = { # PUT EVERY_RULER TYPE STUFF HERE FOR PERFORMANCE REASONS
### Every nomad in the Steppe Region gets their yurt domicile goodies ###
if = {
limit = {
government_has_flag = government_is_nomadic
is_landed = yes
}
save_scope_as = holder
if = {
limit = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = {
any_held_title = {
is_nomad_title = yes
}
}
}
create_nomad_title = {
name = nomad_title_name
holder = scope:holder
government = nomad_government
save_scope_as = new_nomad_title
}
}
if = {
limit = {
exists = situation:the_great_steppe
any_character_situation = {
this = situation:the_great_steppe
}
}
add_trait = nomadic_philosophy
dynasty ?= {
every_dynasty_member = {
limit = {
top_liege ?= {
government_has_flag = government_is_nomadic
}
}
add_trait = nomadic_philosophy
}
}
}
if = {
limit = {
has_mpo_dlc_trigger = yes
has_tgp_dlc_trigger = yes
}
dynasty:1045082 ?= { # Khitan Yelu
every_dynasty_member = {
add_trait = nomadic_philosophy
}
}
dynasty:nn_dyn_shulu ?= { # Khitan Xiao
every_dynasty_member = {
add_trait = nomadic_philosophy
}
}
}
switch = {
trigger = primary_title.tier
tier_county = {
add_gold = {
value = {
value = 0
add = { 25 40 }
multiply = gold_value_scale_by_era
}
}
}
tier_duchy = {
add_gold = {
value = {
value = 0
add = { 50 80 }
multiply = gold_value_scale_by_era
}
}
add_realm_law_skip_effects = nomadic_authority_2
domicile ?= {
add_domicile_building = yurt_main_02
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
}
}
tier_kingdom = {
add_gold = {
value = {
value = 0
add = { 100 125 }
multiply = gold_value_scale_by_era
}
}
add_realm_law_skip_effects = nomadic_authority_3
domicile ?= {
add_domicile_building = yurt_main_02
add_domicile_building = yurt_main_03
add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
}
}
tier_empire = {
add_gold = {
value = {
value = 0
add = { 150 200 }
multiply = gold_value_scale_by_era
}
}
add_realm_law_skip_effects = nomadic_authority_3
domicile ?= {
add_domicile_building = yurt_main_02
add_domicile_building = yurt_main_03
add_domicile_building = yurt_main_04
add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
add_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
upgrade_random_yurt_external_building_effect = yes
}
}
}
if = {
limit = {
has_royal_court = yes
NOT = { has_court_type = court_nomadic }
}
set_court_type = court_nomadic
}
every_councillor = {
limit = {
NOR = {
has_council_position = councillor_spymaster
has_council_position = councillor_court_chaplain
has_council_position = councillor_spouse
}
}
prev = { fire_councillor_skip_effects = prev }
remove_opinion = {
modifier = fired_from_council_opinion
target = prev
}
}
random_courtier = {
limit = {
is_adult = yes
}
save_scope_as = astrologer_character
prev = {
appoint_court_position = {
recipient = scope:astrologer_character
court_position = court_astrologer_court_position
}
}
}
if = {
limit = {
OR = {
NOT = { exists = cp:councillor_kurultai_1 }
NOT = { exists = cp:councillor_kurultai_2 }
NOT = { exists = cp:councillor_kurultai_3 }
NOT = { exists = cp:councillor_kurultai_4 }
}
}
ordered_vassal = {
order_by = current_military_strength
limit = {
is_councillor = no
}
make_councillor_start_up_effect = yes
}
}
if = {
limit = {
OR = {
NOT = { exists = cp:councillor_kurultai_1 }
NOT = { exists = cp:councillor_kurultai_2 }
NOT = { exists = cp:councillor_kurultai_3 }
NOT = { exists = cp:councillor_kurultai_4 }
}
}
every_knight = {
limit = {
is_councillor = no
}
make_councillor_start_up_effect = yes
}
}
ordered_councillor = {
order_by = stewardship
position = 0
limit = {
NOR = {
has_council_position = councillor_spymaster
has_council_position = councillor_court_chaplain
has_council_position = councillor_spouse
}
}
switch = {
trigger = this
liege_or_court_owner.cp:councillor_kurultai_1 = {
set_council_task = {
task_type = task_kurultai_fertility_1
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_2 = {
set_council_task = {
task_type = task_kurultai_fertility_2
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_3 = {
set_council_task = {
task_type = task_kurultai_fertility_3
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_4 = {
set_council_task = {
task_type = task_kurultai_fertility_4
target = liege_or_court_owner.capital_province
}
}
}
}
ordered_councillor = {
order_by = learning
position = 0
limit = {
NOR = {
has_council_position = councillor_spymaster
has_council_position = councillor_court_chaplain
has_council_position = councillor_spouse
is_performing_council_task = task_kurultai_fertility_1
is_performing_council_task = task_kurultai_fertility_2
is_performing_council_task = task_kurultai_fertility_3
is_performing_council_task = task_kurultai_fertility_4
}
}
switch = {
trigger = this
liege_or_court_owner.cp:councillor_kurultai_1 = {
set_council_task = {
task_type = task_kurultai_court_astrologer_1
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_2 = {
set_council_task = {
task_type = task_kurultai_court_astrologer_2
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_3 = {
set_council_task = {
task_type = task_kurultai_court_astrologer_3
target = liege_or_court_owner.capital_province
}
}
liege_or_court_owner.cp:councillor_kurultai_4 = {
set_council_task = {
task_type = task_kurultai_court_astrologer_4
target = liege_or_court_owner.capital_province
}
}
}
}
#Nomadic Philosophy lobby added realms
if = {
limit = {
exists = situation:the_great_steppe
any_character_situation = {
this = situation:the_great_steppe
}
NOT = {
has_trait = nomadic_philosophy
}
}
add_trait = nomadic_philosophy
dynasty ?= {
every_dynasty_member = {
limit = {
top_liege ?= {
government_has_flag = government_is_nomadic
}
}
add_trait = nomadic_philosophy
}
}
}
}
else_if = {
limit = {
government_has_flag = government_is_herder
}
if = {
limit = { gold >= 30 }
remove_short_term_gold = 27
}
else_if = {
limit = { gold >= 25 }
remove_short_term_gold = 22
}
else_if = {
limit = { gold >= 20 }
remove_short_term_gold = 18
}
else_if = {
limit = { gold >= 15 }
remove_short_term_gold = 11
}
else_if = {
limit = { gold >= 10 }
remove_short_term_gold = 5
}
# We're fine with them having 10 gold max
if = {
limit = {
is_ai = no
}
every_held_title = {
limit = {
tier = tier_county
title_province = {
has_holding_type = herder_holding
}
}
title_province = {
set_holding_type = nomad_holding
}
}
change_government = nomad_government
}
}
# Make sure that Realm Priests are landed theocrats where it makes sense
else_if = {
limit = {
highest_held_title_tier >= tier_duchy
}
if = {
limit = {
exists = cp:councillor_court_chaplain
cp:councillor_court_chaplain = {
is_ruler = no
}
faith = { has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment }
any_vassal = {
is_physically_able_adult = yes
is_councillor = no
government_has_flag = government_is_theocracy
can_be_court_chaplain_trigger = { COURT_OWNER = liege }
faith = liege.faith
}
}
random_vassal = {
limit = {
is_physically_able_adult = yes
is_councillor = no
government_has_flag = government_is_theocracy
can_be_court_chaplain_trigger = { COURT_OWNER = liege }
faith = liege.faith
}
weight = {
base = 1
modifier = {
add = 1000
faith.religious_head ?= this
}
modifier = {
add = learning
}
modifier = {
add = primary_title.tier
}
}
liege = {
assign_councillor_type = {
type = councillor_court_chaplain
remove_existing_councillor = yes
target = prev
}
}
}
}
if = {
limit = {
is_landless_adventurer = yes
}
if = { limit = { has_realm_law = crown_authority_0 } remove_realm_law = crown_authority_0 }
}
}
#Autopopulate families.
if = {
limit = {
trigger_if = {
limit = {
has_game_rule = on_generate_families_ai_only
}
is_ai = yes
}
trigger_else = {
has_game_rule = on_generate_families
}
}
trigger_event = game_rule.1001
}
### CE1 LEGITIMACY SETUP ###
if = {
limit = {
exists = this
has_legitimacy = yes
}
add_legitimacy = base_legitimacy_value
}
### MANDALA SETUP ###
if = {
limit = { government_has_flag = government_is_mandala }
#Triple Mandala's Legitimacy to make them not start at a negative expectation at game start
add_legitimacy = {
value = legitimacy
multiply = 2
if = {
limit = {
highest_held_title_tier > tier_duchy
}
multiply = 3
}
else = { multiply = 2 }
}
#Yer starter kit
change_to_mandala_government_decree_effect = yes
#No Succession for this character pls
set_variable = {
name = not_subject_to_succession_trials
value = flag:started_as_mandala
}
if = {
limit = { var:not_subject_to_succession_trials ?= flag:started_as_mandala }
#To prevent 'unused except in loc' errors :catto:
}
#Aspect modifiers?
house = {
#Start counting years of peace
if = {
limit = { has_house_head_parameter = peaceful_rule_5_year_modifier }
house_head = {
#Aspect modifier
set_variable = {
name = mandala_house_power_accumulated_increments_of_peace
value = 1
}
add_character_modifier = { modifier = mandala_increments_of_peace_modifier }
trigger_event = {
id = tgp_east_asia_mandala_events.0200
years = 5
}
#Aspect trigger
set_variable = {
name = serenity_mandala_years_of_non_aggression_war
value = 0
}
trigger_event = {
id = tgp_east_asia_mandala_events.0205
years = 1
}
}
}
#Give the initial Creator modifier
if = {
limit = { has_house_head_parameter = creator_10_year_modifier }
house_head = {
set_variable = {
name = mandala_house_power_accumulated_creator
value = 1
years = 10
}
hidden_effect = {
mandala_apply_10_year_modifier = yes
}
}
}
}
}
# if = {
# limit = {
# title:h_china.holder ?= top_liege
# this != top_liege
# }
# ### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
# if = {
# limit = {
# culture = {
# has_cultural_pillar = heritage_chinese
# }
# NOR = {
# AND = {
# has_council_position = councillor_court_chaplain
# NOT = { has_title = title:e_minister_of_rites }
# }
# has_trait = devoted
# }
# government_has_flag = government_is_celestial
# is_faith_dominant_gender = yes
# }
# save_temporary_scope_as = exam_contender
# hidden_effect = {
# assign_completed_exams_based_on_merit_effect = yes
# }
# if = {
# limit = {
# any_parent = {
# OR = {
# has_trait = ambitious
# has_trait = scholar
# has_trait = diligent
# has_trait = confucian_education
# }
# }
# NOR = {
# has_trait = lazy
# has_trait = dull
# has_trait = intellect_bad
# location.county ?= {
# development_level <= bad_development_level
# }
# }
# }
# add_character_flag = passed_child_exam
# }
# if = { # We adjust Merit depending on the dynastic cycle phase
# limit = {
# situation:dynastic_cycle ?= {
# situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
# }
# }
# change_merit = {
# value = merit
# multiply = 0.1
# }
# }
# if = {
# limit = {
# is_ai = no
# is_governor_or_admin_count = yes
# }
# spawn_celestial_governance_contract_effect = yes
# }
# if = {
# limit = {
# game_start_date = 867.1.1
# }
# title:k_hebei.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_youji.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_daibei.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_guannei.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_viet.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_lingxi.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# }
# else_if = {
# limit = {
# game_start_date = 1066.9.15
# }
# title:k_hebei.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_hedong.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_guannei.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_lingxi.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# }
# else_if = {
# limit = {
# game_start_date = 1178.10.1
# }
# title:k_huainan.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_shannan.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_xingyuan.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_lingxi.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# title:k_xichuan.holder = {
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# every_vassal = {
# limit = {
# primary_title.tier >= tier_county
# }
# hidden_effect = {
# vassal_contract_set_obligation_level = {
# type = celestial_provinces
# level = 3 # Military
# }
# if = {
# limit = {
# NOT = {
# has_realm_law = celestial_military_appointment_succession_law
# }
# }
# add_realm_law_skip_effects = celestial_military_appointment_succession_law
# }
# }
# }
# }
# }
# }
# }
# ### Examination pass status and initial wave of governor candidates done after game start, in order to include generated families ###
# every_courtier = {
# limit = {
# is_lowborn = no
# culture = { has_cultural_pillar = heritage_chinese }
# NOR = {
# has_council_position = councillor_court_chaplain
# has_trait = devoted
# }
# government_has_flag = government_is_celestial # courtiers have governments, too!
# is_faith_dominant_gender = yes
# age >= 30
# static_group_filter = {
# group = ai_filter
# match = 0.5
# }
# }
# hidden_effect = {
# add_character_flag = passed_provincial_exam
# add_character_modifier = {
# modifier = tgp_passed_provincial_exam_modifier
# }
# add_character_flag = passed_metropolitan_exam
# add_character_modifier = {
# modifier = tgp_passed_metropolitan_exam_modifier
# }
# change_merit = {
# value = county_starting_merit_value
# add = age
# add = learning
# }
# }
# }
# save_scope_as = governor
# }
#
# if = {
# limit = {
# government_has_flag = government_has_merit
# title:h_china.holder != top_liege
# }
# ### TGP MERITOCRATIC/STEPPE ADMIN SETUP ON GAME START ###
# if = {
# limit = {
# NOR = {
# AND = {
# has_council_position = councillor_court_chaplain
# NOT = { has_title = title:e_minister_of_rites }
# }
# has_trait = devoted
# }
# government_has_flag = government_has_merit
# is_faith_dominant_gender = yes
# }
# hidden_effect = {
# meritocratic_assign_completed_exams_based_on_merit_effect = yes
# }
# }
# }
#
# #elder/disciple setup
# if = {
# limit = {
# government_allows = merit
# top_overlord != title:h_china.holder
# }
# if = {
# limit = {
# top_liege = this
# merit_level >= merit_level_expected_kingdom_value
# }
# add_to_list = elders
# }
# else_if = {
# limit = {
# merit_level >= merit_level_expected_duchy_value
# }
# add_to_list = elders
# }
# else = {
# add_to_list = disciple
# }
# }
# Sexualities if game rules are default
if = {
limit = { has_game_rule = sexuality_distribution_default }
if = {
limit = {
is_adult = no
age >= 10
}
game_rule_sexuality_distribution_reroll_effect = yes
}
every_courtier_or_guest = {
if = {
limit = {
is_adult = no
age >= 10
}
game_rule_sexuality_distribution_reroll_effect = yes
}
}
}
}
if = {
limit = { has_game_rule = sexuality_distribution_default }
every_duchy = {
limit = {
exists = title_capital_county.title_province
}
title_capital_county.title_province = { save_scope_as = pool_province }
# Sexualities for Pool Characters if game rules are default
every_pool_character = {
limit = {
NOT = { is_in_list = pool_characters }
}
province = scope:pool_province
add_to_list = pool_characters
}
}
every_in_list = {
list = pool_characters
if = {
limit = {
is_adult = no
age >= 10
}
game_rule_sexuality_distribution_reroll_effect = yes
}
}
}
#elder/disciple setup (continued from above)
every_in_list = {
list = disciple
save_scope_as = disciple
random_in_list = {
list = elders
limit = {
top_liege = scope:disciple.top_liege
eligible_for_elder_trigger = {
DISCIPLE = scope:disciple
}
}
save_scope_as = elder
}
if = {
limit = {
exists = scope:elder
}
random = {
chance = 65
set_relation_elder = scope:elder
}
}
}
# if = {
# limit = {
# has_mpo_dlc_trigger = yes
# }
# #Fully Landlocked Nomad Cultures Setup
# every_culture_global = {
# limit = {
# OR = {
# has_cultural_pillar = heritage_mongolic
# has_cultural_pillar = heritage_ugro_permian
# }
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = this
# }
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = culture:kipchak
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = culture:uyghur
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = culture:kirghiz
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = culture:bashkir
# }
# add_to_global_variable_list = {
# name = fully_landlocked_nomad_cultures
# target = culture:laktan
# }
# recalculate_cultural_heads_of_type = herd
# }
### GAME RULE: VIEW ON SAME-SEX RELATIONS
if = {
limit = { has_game_rule = accepted_same_sex_relations }
game_rule_accepted_same_sex_relations_effect = yes
}
### GAME RULE: RANDOM RULER PLACEMENT
if = {
limit = { NOT = { has_game_rule = random_ruler_placement_off } }
game_rule_random_ruler_placement_effect = yes
}
### GAME RULE: RANDOMIZE FAITH
if = {
limit = { has_game_rule = randomized_faiths_on }
game_rule_randomize_faith_effect = yes
}
### GAME RULE: FAITH ACCEPTANCE
if = {
limit = { has_game_rule = full_faith_acceptance }
game_rule_faith_acceptance_effect = yes
}
### GAME RULE: GENDER EQUALITY ###
if = {
limit = { has_game_rule = full_gender_equality }
game_rule_full_gender_equality_effect = yes
}
else_if = {
limit = { has_game_rule = inversed_gender_equality }
game_rule_inversed_gender_equality_effect = yes
}
else_if = {
limit = { has_game_rule = lenient_gender_equality }
game_rule_lenient_gender_equality_effect = yes
}
### GAME RULE: SEXUALITY DISTRIBUTION ###
if = {
limit = { NOT = { has_game_rule = sexuality_distribution_default } }
game_rule_sexuality_distribution_effect = yes
}
### GAME RULE: SITUATION TOGGLES
# struggle:iberian_struggle ?= {
# if = {
# limit = { has_game_rule = struggle_iberia_toggle_off }
# end_struggle = yes
# }
# }
# struggle:persian_struggle ?= {
# if = {
# limit = { has_game_rule = struggle_persia_toggle_off }
# end_struggle = yes
# }
# }
situation:the_great_steppe ?= {
if = {
limit = { has_game_rule = situation_the_great_steppe_toggle_off }
end_situation = yes
}
}
### GAME RULE: RULER OF MUNSTER
# if = {
# limit = {
# game_start_date = 1066.9.15
# has_game_rule = historicity_ruler_of_munster_historical_toirdelbach
# }
# create_title_and_vassal_change = {
# type = conquest
# save_scope_as = title_change
# }
# character:83355 = {
# every_held_title = {
# title_tier >= county
# change_title_holder = {
# holder = character:906
# change = scope:title_change
# }
# }
# pay_short_term_gold = {
# target = character:83355
# gold = gold
# }
# }
# random_player = {
# limit = { this = character:83355 }
# set_player_character = character:906
# }
# resolve_title_and_vassal_change = scope:title_change
# # Since Murchad is back to his historical self, he gets to suck.
# character:83355 = {
# add_diplomacy_skill = -10
# remove_trait = gregarious
# add_trait = craven
# # Plus, usurpation rivalry — now Toidelbach has a perfectly good claim to the kingdom and will do a lot more with it than Murchad managed in his 5m in power, but by gameplay terms, this _is_ a usurpation.
# set_relation_rival = {
# target = character:906
# reason = rival_usurper
# }
# }
# # Alright, let's give Toirdelbach his alliance.
# character:906 = {
# add_opinion = {
# modifier = perk_negotiated_alliance_opinion
# target = character:922
# }
# reverse_add_opinion = {
# modifier = event_negotiated_alliance_opinion
# target = character:922
# }
# create_alliance = {
# target = character:922
# allied_through_owner = character:906
# allied_through_target = character:922
# }
# }
# }
#
# ### GAME RULE: DETERMINISTIC CONQUEST
# if = {
# limit = {
# OR = {
# NOT = { has_game_rule = historicity_norman_conquest_default_random }
# game_rule_rig_norman_conquest_for_hereward_trigger = yes
# }
# }
# set_global_variable = deterministic_conquest_of_england_1066
# # See if we should just teleport our combatants' armies into place.
# trigger_event = {
# id = game_rule.1151
# trigger_on_next_date = 1066.09.25
# }
# trigger_event = {
# id = game_rule.1152
# trigger_on_next_date = 1066.10.14
# }
# }
### 867 - MISC ###
# Basileios has just murdered Michael III.
# character:1700 ?= { trigger_event = bookmark.0211 }
### GAME RULE: EXTRA ADMINS
## We'll be doing some excessive triggers below in a bid to lightly future-proof + error-spam mods less, don't worry about it.
### We handle players after the lobby.
# Historic chars.
apply_historic_administrative_game_rule_effect = yes
# Players.
if = {
limit = { has_dlc_feature = roads_to_power }
if = {
limit = {
NOT = { has_game_rule = historicity_extra_admin_player_wherever_gameplay_not_administrative }
}
if = {
limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_always }
every_player = {
limit = {
highest_held_title_tier >= tier_kingdom
NOR = {
government_allows = administrative
is_landed = no
}
}
convert_to_administrative_from_feudalism_game_start_effect = yes
}
}
else_if = {
limit = { has_game_rule = historicity_extra_admin_player_wherever_alt_historic_with_august_trait }
every_player = {
limit = {
highest_held_title_tier >= tier_kingdom
NOR = {
government_allows = administrative
is_landed = no
}
has_trait = august
}
convert_to_administrative_from_feudalism_game_start_effect = yes
}
}
}
}
# Give Ruler Designer characters regencies.
every_in_global_list = {
variable = rd_chars_needing_regencies
trigger_event = diarchy.0011
# Aaaand clean the list.
save_temporary_scope_as = char_temp
remove_list_global_variable = {
name = rd_chars_needing_regencies
target = scope:char_temp
}
}
### ACHIEVEMENT: FROM RAGS TO RICHES
every_player = {
limit = { highest_held_title_tier = tier_county }
add_achievement_global_variable_effect = {
VARIABLE = achievement_rags_to_riches_valid
VALUE = yes
}
}
### ACHIEVEMENT (FP2): Holidaying in Iberia
every_player = {
limit = { fp2_character_involved_in_struggle_trigger = no }
add_achievement_global_variable_effect = {
VARIABLE = fp2_holiday_in_iberia_achievement_unlocked
VALUE = no # Boolean in actual usage
}
}
# ### ACHIEVEMENT TRACKING FOR STARTING CHARACTERS
# if = {
# limit = { has_multiple_players = no }
# every_player = {
# # TGP
# if = {
# limit = {
# government_has_flag = government_is_wanua
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_15_humble_beginnings_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# has_title = title:k_chrysanthemum_throne
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_03_sword_of_japan_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# is_landed = no
# tgp_is_any_minister = no
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_05_grand_governor_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# NAND = {
# tgp_passed_children_examination = yes
# tgp_passed_provincial_examination = yes
# tgp_passed_metropolitan_examination = yes
# tgp_passed_palace_examination = yes
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_16_flying_colors_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# NOT = {
# culture = {
# any_known_innovation = {
# has_innovation_parameter = silk_road_innovation_parameter
# }
# }
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_17_highway_of_ideas_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# NOR = {
# tgp_passed_children_examination = yes
# tgp_passed_provincial_examination = yes
# tgp_passed_metropolitan_examination = yes
# tgp_passed_palace_examination = yes
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_ep4_19_stamp_of_approval_achievement
# VALUE = yes
# }
# }
# # Base Title
# if = {
# limit = {
# exists = character:7757
# this = character:7757
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_give_a_dog_a_bone_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:1128
# this = character:1128
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_wily_as_the_fox_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# OR = {
# AND = {
# exists = character:108501
# this = character:108501
# }
# AND = {
# exists = character:107500
# this = character:107500
# }
# AND = {
# exists = character:107501
# this = character:107501
# }
# AND = {
# exists = character:108500
# this = character:108500
# }
# AND = {
# exists = character:109500
# this = character:109500
# }
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_sibling_rivalry_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# OR = {
# AND = {
# exists = character:163108
# this = character:163108
# }
# AND = {
# exists = character:163110
# this = character:163110
# }
# AND = {
# exists = character:163111
# this = character:163111
# }
# AND = {
# exists = character:163112
# this = character:163112
# }
# AND = {
# exists = character:163119
# this = character:163119
# }
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_blood_eagle_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:6448
# this = character:6448
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_kings_to_the_seventh_generation_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:140
# this = character:140
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_norman_yoke_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:522
# this = character:522
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_royal_dignity_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:40605
# this = character:40605
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_land_of_the_rus_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:251187
# this = character:251187
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_mother_of_us_all_achievement
# VALUE = yes
# }
# }
# if = { # Temüjin
# limit = {
# has_mpo_dlc_trigger = yes
# exists = character:125501
# this = character:125501
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_stallion_that_mounts_the_world_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# government_has_flag = government_is_nomadic
# save_temporary_scope_as = nomad_ruler
# situation:the_great_steppe ?= {
# situation_sub_region:steppe_east = {
# situation_sub_region_has_county = scope:nomad_ruler.capital_county
# }
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_steppe_by_steppe_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# OR = {
# culture = { has_cultural_pillar = heritage_iberian }
# culture = culture:andalusian
# }
# OR = {
# has_religion = religion:eastern_orthodox_religion
# has_religion = religion:catholic_religion
# has_religion = religion:protestant_religion
# }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_reconquista_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# culture = culture:irish
# capital_province = { geographical_region = custom_ireland }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_emerald_isle_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# OR = {
# culture = culture:castilian
# culture = culture:basque
# culture = culture:portuguese
# culture = culture:catalan
# culture = culture:andalusian
# culture = culture:visigothic
# culture = culture:suebi
# }
# has_religion = religion:islam_religion
# capital_province = { geographical_region = world_europe_west_iberia }
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_al_andalus_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:159137
# this = character:159137
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_almost_there_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:109607
# this = character:109607
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_last_count_first_king_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# exists = character:6878
# this = character:6878
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_going_places_achievement
# VALUE = yes
# }
# }
# # FP1
# ## far_from_home_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse-cultured character.
# fp1_achievement_culture_plus_religion_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_far_from_home_achievement
# VALUE = yes
# }
# }
# ## miklagardariki_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse-cultured character.
# fp1_achievement_culture_plus_religion_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_miklagardariki_achievement
# VALUE = yes
# }
# }
# ## canute_the_greater_achievement
# add_achievement_global_variable_effect = {
# VARIABLE = started_canute_the_greater_achievement
# VALUE = yes
# }
# ## king_of_all_the_isles_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse-cultured character.
# fp1_achievement_culture_plus_religion_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_king_of_all_the_isles_achievement
# VALUE = yes
# }
# }
# ## faster_than_the_fox_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse-cultured character.
# fp1_achievement_culture_plus_religion_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_faster_than_the_fox_achievement
# VALUE = yes
# }
# }
# ## volva_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse-cultured character.
# fp1_achievement_culture_plus_religion_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_volva_achievement
# VALUE = yes
# }
# }
# ## saga_in_stone_achievement
# add_achievement_global_variable_effect = {
# VARIABLE = started_saga_in_stone_achievement
# VALUE = yes
# }
# ## first_of_the_crusader_kings_achievement
# if = {
# limit = {
# # Starting as a Norse-cultured character.
# fp1_achievement_culture_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_first_of_the_crusader_kings_achievement
# VALUE = yes
# }
# }
# ## vladimirs_second_choice_achievement
# if = {
# limit = {
# # Starting as a Norse pagan Norse or Rus-cultured character.
# fp1_achievement_culture_norse_or_rus_trigger = yes
# fp1_achievement_religious_norse_trigger = yes
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_vladimirs_second_choice_achievement
# VALUE = yes
# }
# }
# ## a_dangerous_business_achievement
# add_achievement_global_variable_effect = {
# VARIABLE = started_a_dangerous_business_achievement
# VALUE = yes
# }
# # EP1
# ##1 Patronage
# add_achievement_global_variable_effect = {
# VARIABLE = started_patronage_achievement
# VALUE = yes
# }
# ##2 Converging Paths
# add_achievement_global_variable_effect = {
# VARIABLE = started_converging_paths_achievement
# VALUE = yes
# }
# ##3 Changing course
# add_achievement_global_variable_effect = {
# VARIABLE = started_changing_course_achievement
# VALUE = yes
# }
# ##4 Hoarder
# add_achievement_global_variable_effect = {
# VARIABLE = started_hoarder_achievement
# VALUE = yes
# }
# ##5 creme de la creme
# add_achievement_global_variable_effect = {
# VARIABLE = started_creme_de_la_creme_achievement
# VALUE = yes
# }
# ##6 Give it back!
# add_achievement_global_variable_effect = {
# VARIABLE = started_polyglot_achievement
# VALUE = yes
# }
# ##7 Inspirational
# add_achievement_global_variable_effect = {
# VARIABLE = started_inspirational_achievement
# VALUE = yes
# }
# ##8 One of a Kind
# add_achievement_global_variable_effect = {
# VARIABLE = started_one_of_a_kind_achievement
# VALUE = yes
# }
# ##9 True Tolerance
# add_achievement_global_variable_effect = {
# VARIABLE = started_true_tolerance_achievement
# VALUE = yes
# }
# ##10 Delusions of Grandeur
# add_achievement_global_variable_effect = {
# VARIABLE = started_delusions_of_grandeur_achievement_achievement
# VALUE = yes
# }
# ##11 Bod Chen Po
# if = {
# limit = {
# this.dynasty = dynasty:105800
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_bod_chen_po_achievement
# VALUE = yes
# }
# }
# ##12 Turkish Eagle
# if = {
# limit = {
# this != character:3040 # Not Alp Arslan
# house = house:house_seljuk # Seljuk
# game_start_date < 1067.1.1 # 1066 only, and no Seljuks in 867
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_turkish_eagle_achievement
# VALUE = yes
# }
# }
# ##13 Rise of the Ghurids
# if = {
# limit = {
# has_title = title:d_ghur
# this.dynasty = dynasty:791 #Ghurid
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_rise_of_the_ghurids_achievement
# VALUE = yes
# }
# }
# ##14 Brave and Bold
# if = {
# limit = {
# game_start_date < 868.1.1
# this.dynasty = dynasty:699 #Piast
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_brave_and_bold_achievement
# VALUE = yes
# }
# }
# ##15 Lingua Franca
# add_achievement_global_variable_effect = {
# VARIABLE = started_lingua_franca_achievement
# VALUE = yes
# }
# ##16 Beta Israel
# add_achievement_global_variable_effect = {
# VARIABLE = started_beta_israel_achievement
# VALUE = yes
# }
# ## 17 They belong in a museum!
# add_achievement_global_variable_effect = {
# VARIABLE = started_they_belong_in_a_museum_achievement
# VALUE = yes
# }
# ##18 I made this!
# add_achievement_global_variable_effect = {
# VARIABLE = started_i_made_this_achievement
# VALUE = yes
# }
# ##19 Nobody Comes to Fika!
# add_achievement_global_variable_effect = {
# VARIABLE = started_nobody_comes_to_fika_achievement
# VALUE = yes
# }
# ## 20 The True Royal Court
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_true_royal_court_achievement
# VALUE = yes
# }
# # EP2
# ## 01. The Grandest Tour
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_grandest_tour_achievement
# VALUE = yes
# }
# ## 02. Your Eternal Reward
# add_achievement_global_variable_effect = {
# VARIABLE = started_your_eternal_reward_achievement
# VALUE = yes
# }
# ## 03. Imperial March
# add_achievement_global_variable_effect = {
# VARIABLE = started_imperial_march_achievement
# VALUE = yes
# }
# ## 04. Black Dinner
# add_achievement_global_variable_effect = {
# VARIABLE = started_black_dinner_achievement
# VALUE = yes
# }
# ## 05. There and Back Again
# add_achievement_global_variable_effect = {
# VARIABLE = started_there_and_back_again_achievement
# VALUE = yes
# }
# ## 06. The Very Best
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_very_best_achievement
# VALUE = yes
# }
# ## 07. Like No One Ever Was
# add_achievement_global_variable_effect = {
# VARIABLE = started_like_no_one_ever_was_achievement
# VALUE = yes
# }
# ## 08. A Thousand and One Night
# add_achievement_global_variable_effect = {
# VARIABLE = started_a_thousand_and_one_nights_achievement
# VALUE = yes
# }
# ## 09. A Knight's Tale
# add_achievement_global_variable_effect = {
# VARIABLE = started_a_knights_tale_achievement
# VALUE = yes
# }
# ## 10. Hunting Accident
# add_achievement_global_variable_effect = {
# VARIABLE = started_hunting_accident_achievement
# VALUE = yes
# }
# ## 11. Lions and Tigers and Bears, Oh My!
# add_achievement_global_variable_effect = {
# VARIABLE = started_lions_and_tigers_and_bears_oh_my_achievement
# VALUE = yes
# }
# ## 12. Fly, my Pretty!
# add_achievement_global_variable_effect = {
# VARIABLE = started_fly_my_pretty_achievement
# VALUE = yes
# }
# ## 13. Pathway to Heaven
# add_achievement_global_variable_effect = {
# VARIABLE = started_pathway_to_heaven_achievement
# VALUE = yes
# }
# ## 14. Sir Lance-a-Lot
# add_achievement_global_variable_effect = {
# VARIABLE = started_sir_lance_a_lot_achievement
# VALUE = yes
# }
# ## 15. I'm in my Element(s)
# add_achievement_global_variable_effect = {
# VARIABLE = started_im_in_my_elements_achievement
# VALUE = yes
# }
# ## 16. Ahab
# add_achievement_global_variable_effect = {
# VARIABLE = started_ahab_achievement
# VALUE = yes
# }
# ## 17. Little William Marshal
# add_achievement_global_variable_effect = {
# VARIABLE = started_little_william_marshal_achievement
# VALUE = 0
# }
# add_achievement_global_variable_effect = {
# VARIABLE = little_william_marshal_achievement_tally
# VALUE = 0
# }
# ## 18. A True & Perfect Knight
# add_achievement_global_variable_effect = {
# VARIABLE = started_a_true_and_perfect_knight_achievement
# VALUE = yes
# }
# ## 19. A.E.I.O.U & Me
# if = {
# limit = {
# # Etichonen, of whom the Hapsburgs are a cadet - we check dynasty rather than house so that an accidental cadet doesn't screw you.
# this.house ?= house:house_habsburg
# }
# add_achievement_global_variable_effect = {
# VARIABLE = started_a_e_i_o_u_and_me_achievement
# VALUE = yes
# }
# }
# ## 20. The Iron and Golden King
# add_achievement_global_variable_effect = {
# VARIABLE = started_the_iron_and_golden_king_achievement
# VALUE = yes
# }
#
# ### RULER DESIGNER ACHIEVEMENT BLOCKS ###
# if = {
# limit = {
# num_virtuous_traits >= 3
# }
# add_achievement_flag_effect = { FLAG = rd_character_blocked_paragon_of_virtue_achievement_flag }
# }
# if = {
# limit = {
# any_child = {
# count >= 10
# is_alive = yes
# }
# }
# add_achievement_flag_effect = { FLAG = rd_character_blocked_the_succession_is_safe_achievement_flag }
# }
# if = {
# limit = {
# any_child = {
# has_trait = inbred
# }
# }
# add_achievement_flag_effect = { FLAG = rd_character_blocked_keeping_it_in_the_family_achievement_flag }
# }
# if = {
# limit = {
# highest_held_title_tier >= tier_empire
# should_be_naked_trigger = yes
# }
# add_achievement_flag_effect = { FLAG = rd_character_blocked_the_emperors_new_clothes_achievement_flag }
# }
# if = {
# limit = {
# is_from_ruler_designer = yes
# OR = {
# fp1_achievement_culture_norse_trigger = yes
# fp1_achievement_religious_norse_trigger = yes
# }
# }
# add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_far_from_home_achievement }
# add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_miklagardariki_achievement }
# add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_faster_than_the_fox_achievement }
# }
# if = {
# limit = {
# any_ruler = {
# is_from_ruler_designer = yes
# }
# }
# add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_iberia_or_iberia_achievement }
# add_to_global_unavailable_achievements_list_effect = { FLAG = flag:rd_character_blocked_el_cid_achievement }
# add_achievement_global_variable_effect = {
# VARIABLE = any_ruler_designed_character_achievement
# VALUE = yes
# }
# }
# if = {
# limit = {
# has_mpo_dlc_trigger = yes
# exists = character:125501
# character:125501 = {
# is_alive = yes
# }
# }
# character:125501 = {
# create_story = story_temujin_flavor
# trigger_event = {
# days = { 12 30 }
# id = mpo_temujin_flavor.0030 # Borte announces she's pregnant
# }
# }
# }
# }
# }
### ACHIEVEMENT (FP3): The Ummayad Strikes Back
# every_player = {
# if = {
# limit = {
# dynasty = character:73683.dynasty
# location = { geographical_region = world_europe_west_iberia }
# }
# set_global_variable = fp3_the_umma_strikes_back_achievement_tracker # Is not removed (sad!)
# }
# }
### ACHIEVEMENT: FROM RAGS TO RICHES TO RAGS TO RICHES
every_player = {
limit = { highest_held_title_tier = tier_county }
add_achievement_global_variable_effect = {
VARIABLE = achievement_rags_to_riches_to_rags_to_riches_valid
VALUE = yes
}
}
#Set starting cultural acceptance
##### NEOW CULTURES #####
##### BRITANNICS #####
culture:soueyrneg = {
change_cultural_acceptance = {
target = culture:prytoneg
value = 35
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:scouseg
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:strafclideg
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 35
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:norflander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 25
desc = cultural_acceptance_historical_relations
}
}
culture:prytoneg = {
change_cultural_acceptance = {
target = culture:scouseg
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:strafclideg
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:norflander
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 35
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 45
desc = cultural_acceptance_historical_relations
}
}
culture:scouseg = {
change_cultural_acceptance = {
target = culture:strafclideg
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 15
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:norflander
value = 50
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:strafclideg = {
change_cultural_acceptance = {
target = culture:scottish
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gaelic
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 5
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:norflander
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 10
desc = cultural_acceptance_historical_relations
}
}
##### ANGLICS #####
culture:norflander = {
change_cultural_acceptance = {
target = culture:scottish
value = 50
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gaelic
value = 15
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 35
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 10
desc = cultural_acceptance_historical_relations
}
}
culture:easlander = {
change_cultural_acceptance = {
target = culture:scottish
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gaelic
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:souflander
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 10
desc = cultural_acceptance_historical_relations
}
}
culture:souflander = {
change_cultural_acceptance = {
target = culture:scottish
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:weslander
value = 35
desc = cultural_acceptance_historical_relations
}
}
culture:weslander = {
change_cultural_acceptance = {
target = culture:scottish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:welsh
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:cornish
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:gaelic = {
change_cultural_acceptance = {
target = culture:scottish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:norner
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:irish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:high_irish
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:scottish = {
change_cultural_acceptance = {
target = culture:norner
value = 50
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:irish
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:high_irish
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:norner = {
change_cultural_acceptance = {
target = culture:irish
value = 25
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:high_irish
value = 10
desc = cultural_acceptance_historical_relations
}
}
culture:irish = {
change_cultural_acceptance = {
target = culture:high_irish
value = 60
desc = cultural_acceptance_historical_relations
}
}
culture:manx = {
change_cultural_acceptance = {
target = culture:high_irish
value = 10
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:irish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:strafclideg
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:scouseg
value = 15
desc = cultural_acceptance_historical_relations
}
}
culture:doggerlander = {
change_cultural_acceptance = {
target = culture:norflander
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:easlander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:angler
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:dutch
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:frisian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:danish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:dansk
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:ostsk
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:icelander
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:vestsk
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:scottish
value = 20
desc = cultural_acceptance_historical_relations
}
}
#### FRENCHIES ####
culture:metropolitain = {
change_cultural_acceptance = {
target = culture:galo
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:picard
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:bourguignon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:axiton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:galo = {
change_cultural_acceptance = {
target = culture:picard
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:bourguignon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:axiton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:picard = {
change_cultural_acceptance = {
target = culture:bourguignon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:axiton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:bourguignon = {
change_cultural_acceptance = {
target = culture:axiton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:axiton = {
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:breton = {
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:gascon = {
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:normaund = {
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:occitan = {
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:patoues = {
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:poitevin = {
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:provencal = {
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:rottisch = {
change_cultural_acceptance = {
target = culture:metropolitain
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galo
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:picard
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:bourguignon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:axiton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:breton
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:gascon
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:normaund
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:occitan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:patoues
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:poitevin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:provencal
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:pelonais
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:belge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:elsasse
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_sephardi
value = 20
desc = cultural_acceptance_historical_relations
}
}
##### IBERIANS #####
culture:andorra = {
change_cultural_acceptance = {
target = culture:aragonese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:asturleonese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:balearic
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:basque
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:castilian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:aragonese = {
change_cultural_acceptance = {
target = culture:asturleonese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:balearic
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:basque
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:castilian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:asturleonese = {
change_cultural_acceptance = {
target = culture:balearic
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:basque
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:castilian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:balearic = {
change_cultural_acceptance = {
target = culture:basque
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:castilian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:basque = {
change_cultural_acceptance = {
target = culture:castilian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:castilian = {
change_cultural_acceptance = {
target = culture:catalan
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:extremeno = {
change_cultural_acceptance = {
target = culture:extremeno
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:galician = {
change_cultural_acceptance = {
target = culture:galician
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:llanito = {
change_cultural_acceptance = {
target = culture:llanito
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:NEOW_andalusian
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:NEOW_andalusian = {
change_cultural_acceptance = {
target = culture:portuguese
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
culture:portuguese = {
change_cultural_acceptance = {
target = culture:valencian
value = 30
desc = cultural_acceptance_historical_relations
}
}
#### MOSELLIC ####
culture:belge = {
change_cultural_acceptance = {
target = culture:elsasse
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:letzebuerge
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:dutch
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:frisian
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:kleverlandish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:limburgisch
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:elsasse = {
change_cultural_acceptance = {
target = culture:letzebuerge
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:lorin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:dutch
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:frisian
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:kleverlandish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:limburgisch
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:letzebuerge = {
change_cultural_acceptance = {
target = culture:lorin
value = 30
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:dutch
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:frisian
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:kleverlandish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:limburgisch
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:lorin = {
change_cultural_acceptance = {
target = culture:dutch
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:frisian
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:kleverlandish
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:limburgisch
value = 20
desc = cultural_acceptance_historical_relations
}
}
##### VANILLA CULTURES #####
culture:vlach = {
change_cultural_acceptance = {
target = culture:serbian
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:croatian
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:bosnian
value = 40
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:bulgarian
value = 40
desc = cultural_acceptance_historical_relations
}
}
culture:norse = {
change_cultural_acceptance = {
target = culture:sami
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:finnish
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:swedish = {
change_cultural_acceptance = {
target = culture:sami
value = 20
desc = cultural_acceptance_historical_relations
}
change_cultural_acceptance = {
target = culture:finnish
value = 20
desc = cultural_acceptance_historical_relations
}
}
culture:norwegian = {
change_cultural_acceptance = {
target = culture:sami
value = 20
desc = cultural_acceptance_historical_relations
}
}
#set up cultural acceptance between China and East Asian Empires to aid in the learning of Chinese effect for on_birthday_adulthood
# if = {
# limit = { game_start_date = 867.1.1 }
# culture:japanese = {
# change_cultural_acceptance = {
# target = culture:han
# value = 80
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:goguryeo = {
# change_cultural_acceptance = {
# target = culture:han
# value = 80
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:silla = {
# change_cultural_acceptance = {
# target = culture:han
# value = 80
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:baekje = {
# change_cultural_acceptance = {
# target = culture:han
# value = 80
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:balhae = {
# change_cultural_acceptance = {
# target = culture:han
# value = 80
# desc = cultural_acceptance_historical_relations
# }
# }
# }
# if = {
# limit = { game_start_date = 1066.9.15 }
# culture:japanese = {
# change_cultural_acceptance = {
# target = culture:han
# value = 70
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:goryeo = {
# change_cultural_acceptance = {
# target = culture:han
# value = 70
# desc = cultural_acceptance_historical_relations
# }
# }
# }
# if = {
# limit = { game_start_date = 1178.10.1 }
# culture:japanese = {
# change_cultural_acceptance = {
# target = culture:han
# value = 60
# desc = cultural_acceptance_historical_relations
# }
# }
# culture:goryeo = {
# change_cultural_acceptance = {
# target = culture:han
# value = 60
# desc = cultural_acceptance_historical_relations
# }
# }
# }
# Specific innovation unlock
if = {
limit = {
game_start_date >= 1066.1.1
}
every_culture_global = {
limit = {
OR = {
has_cultural_pillar = heritage_arabic
this = culture:yemeni
}
}
add_innovation = innovation_ghilman
}
}
### EP3 SETUP ###
if = {
limit = { has_ep3_dlc_trigger = yes }
### EP3 LAAMP SETUP ###
# Resources.
every_independent_ruler = {
limit = { has_government = landless_adventurer_government }
# Cash.
add_gold = {
value = {
value = 0
add = prestige
add = piety
divide = 10
}
}
save_temporary_scope_as = adventurer_scope
# Set CoA
primary_title = { set_coa = scope:adventurer_scope.house }
# Cleanup characters
every_councillor = {
if = {
limit = {
NOR = {
has_council_position = councillor_court_chaplain
has_council_position = councillor_spouse
}
}
scope:adventurer_scope = {
fire_councillor = prev
}
remove_opinion = {
modifier = fired_from_council_opinion
target = scope:adventurer_scope
}
}
else_if = {
limit = {
NOR = {
is_close_or_extended_family_of = prev
has_relation_lover = prev
has_relation_friend = prev
is_consort_of = prev
has_council_position = councillor_spouse
}
}
death = {
death_reason = death_vanished
}
}
}
# Evict everyone who isn't your family from your camp.
every_courtier = {
limit = {
prev = { save_temporary_scope_as = char_temp }
NOR = {
dynasty ?= scope:char_temp.dynasty
is_imprisoned_by = scope:char_temp
# Plus any relations, who are presumably meant to be here.
has_important_relationship_with_character_trigger = { CHARACTER = scope:char_temp }
# Catch bastards and such that may be left over.
is_close_or_extended_family_of = scope:char_temp
}
}
move_to_pool = yes
}
# Courtiers.
trigger_event = ep3_laamps.1001
}
# # Starting camp purposes.
# ## Hereweard the Wake
# character:90028 ?= {
# if = {
# limit = { is_alive = yes }
# add_realm_law_skip_effects = camp_purpose_brigands
# if = {
# limit = {
# character:90160 = {
# NOT = { is_courtier_of = character:90028 }
# }
# }
# add_courtier = character:90160
# }
# }
# # Setup event for his story
# trigger_event = {
# id = ep3_laamps.5999
# days = { 1 2 }
# }
# }
# ## El Cid
# character:107590 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# if = {
# limit = {
# character:71391 = {
# NOT = { is_courtier_of = character:107590 }
# }
# }
# add_courtier = character:71391
# }
# if = {
# limit = {
# character:castilian0248 = {
# NOT = { is_courtier_of = character:107590 }
# }
# }
# add_courtier = character:castilian0248
# }
# if = {
# limit = {
# character:castilian0249 = {
# NOT = { is_courtier_of = character:107590 }
# }
# }
# add_courtier = character:castilian0249
# }
# }
# }
# ## Robert Crispin
# character:norman_crispin_06 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Hassan Sabbah
# character:41702 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# ## Suleyman Qutalmishog
# character:3046 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# trigger_event = bookmark.1073 # Suleyman's beef with Alp Arslan
# }
# }
# ## Wallada bint al-Mustakfi
# character:andalusian_0003 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# add_realm_law_skip_effects = equal_law
# trigger_event = ep3_story_cycle_violet_poet.0001
# }
# }
# ## Roger Raoul
# character:232504 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Taylu Danişmend
# character:danishmendid_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Prince Takaoka (Shinnyo)
# character:japanese_yamato_181 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# # and because history in character file does not work...
# character:japanese_lowborn_1 = { set_employer = character:japanese_yamato_181 } # Anten
# character:japanese_lowborn_2 = { set_employer = character:japanese_yamato_181 } # Enkaku
# character:japanese_lowborn_3 = { set_employer = character:japanese_yamato_181 } # Akimaru
# }
# }
# ## Ding Hui
# character:ding_hui_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Zhu Quanzhong
# character:zhu_quanzhong_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Miyoshi Kiyotsura
# character:japanese_miyoshi_4 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# ## Ki Hwon
# character:ki_hwon_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_brigands
# }
# }
# ## Yŏn'gi Tosŏn
# character:toson_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# ## Lý Do Độc
# character:ly_do_doc_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Song Jiang
# character:song_jiang_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# ## Yang Zongbao
# character:yang_zongbao_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# character:furong_daokai_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:jojin_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:isawa_no_saburo_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# character:tsukushi_no_koretaka_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_brigands
# }
# }
# character:kim_mu_che_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:baekho_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_brigands
# }
# }
# character:khong_lo_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:nga_yamankan_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# character:mpu_bharada_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:wang_chuyi_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:jiang_kui_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:lembong_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_brigands
# }
# }
# character:zhu_zhongba_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_explorers
# }
# }
# character:quach_boc_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# character:il_eom_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
# character:gochi_in_no_tajima_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_mercenaries
# }
# }
# character:shin_capata_1 ?= {
# if = {
# limit = {
# is_alive = yes
# has_government = landless_adventurer_government
# }
# add_realm_law_skip_effects = camp_purpose_scholars
# }
# }
every_independent_ruler = {
if = {
limit = { is_landless_adventurer = yes }
# C... food.
domicile = { change_provisions = starting_provisions_value }
# Contracts
if = {
limit = { is_ai = no }
# Set up additional firing contracts.
player_adventurer_contract_generation_on_wait_in_place_effect = yes
#generate contracts if you are far away from your previous location
player_adventurer_contract_generation_on_domicile_moved_effect = yes
}
else = {
create_story = { type = story_adventurer_ai }
trigger_event = {
on_action = on_adventurer_ai_new_employer_arrival
days = { 10 30 }
}
}
# Sort our starting flavourisation.
if = {
limit = { has_realm_law = camp_purpose_mercenaries }
set_variable = flavourise_camp_purpose_mercenaries
}
else_if = {
limit = { has_realm_law = camp_purpose_wanderers }
set_variable = flavourise_camp_purpose_wanderers
}
else_if = {
limit = { has_realm_law = camp_purpose_scholars }
set_variable = flavourise_camp_purpose_scholars
}
else_if = {
limit = { has_realm_law = camp_purpose_explorers }
set_variable = flavourise_camp_purpose_explorers
}
else_if = {
limit = { has_realm_law = camp_purpose_brigands }
set_variable = flavourise_camp_purpose_brigands
}
else_if = {
limit = { has_realm_law = camp_purpose_legitimists }
set_variable = flavourise_camp_purpose_legitimists
}
# And tally our numbers for performance purposes.
add_to_global_variable_list = {
name = laamps_tally
target = this.primary_title
}
}
### EP3 ADMIN SETUP ###
if = {
limit = { government_allows = administrative }
save_scope_as = top_liege
### EP3 NOBLE FAMILIES & DOMICILE SETUP ###
random_held_title = { # May be removed once every_noble_family includes liege (TIT-51212)
limit = { is_noble_family_title = yes }
set_coa = scope:top_liege.house
}
every_noble_family = {
# Ensure Noble Family CoA match House
set_coa = holder.house
# Ensure holders of historical noble family titles are the default house heads
holder ?= {
save_scope_as = nf_holder
if = {
limit = { is_landed = yes }
capital_province = { save_scope_as = domicile_location }
}
house ?= {
if = {
limit = { house_head != scope:nf_holder }
set_house_head = scope:nf_holder
}
}
}
}
}
}
}
# ### TGP SETUP ###
# if = {
# limit = { has_tgp_dlc_trigger = yes }
# ### JAPAN
#
# # History defaults e_japan to feudal + single heir so partial DLC / no AuH bookmarks load cleanly.
# # Restore Ritsuryō Kampaku when All Under Heaven is active (must run before noble-family / bureaucracy setup).
# if = {
# limit = { has_dlc_feature = all_under_heaven }
# title:e_japan.holder ?= {
# # can_get_government for japan_administrative checks top_liege for japanese government OR this flag; independent Kampaku is neither until flagged.
# if = {
# limit = {
# NOT = { government_has_flag = government_is_japan_administrative }
# OR = {
# has_government = feudal_government
# has_government = japan_feudal_government
# }
# }
# add_character_flag = tgp_japan_restore_japanese_government_flag
# change_government = japan_administrative_government
# remove_character_flag = tgp_japan_restore_japanese_government_flag
# }
# # Separate if (not else_if): first block can flip government same pass; law must still run for that case and for history Ritsuryō holders missing the law.
# if = {
# limit = {
# government_has_flag = government_is_japan_administrative
# NOT = { has_realm_law = japanese_regency_succession_law }
# }
# add_realm_law_skip_effects = japanese_regency_succession_law
# }
# }
# }
#
# # Special variable that UI uses to display correct title
# title:e_japan = {
# # More starting house relations
# holder = {
# every_noble_family = {
# holder.house ?= {
# save_temporary_scope_as = house_temp
# every_house_member = {
# limit = {
# is_married = yes
# exists = primary_spouse.house
# NOT = {
# primary_spouse.house = { has_house_relation_with = scope:house_temp }
# }
# }
# save_temporary_scope_as = member_temp
# primary_spouse = { save_temporary_scope_as = spouse_temp }
# house = {
# change_house_relation_effect = {
# HOUSE = scope:member_temp.primary_spouse.house
# VALUE = house_relation_improve_minor_value
# REASON = preexisting_marriage
# CHAR = scope:member_temp
# TARGET_CHAR = scope:spouse_temp
# TITLE = scope:dummy_gender
# }
# }
# }
# }
# }
# }
# }
#
# ### IMPERIAL FAMILY
# title:k_chrysanthemum_throne.holder ?= {
# save_scope_as = japanese_emperor
# # Give him some cash
# add_gold = monumental_gold_value
# house = {
# # ENSURE MEMBERS REMAIN IN COURT OF EMPEROR
# every_house_member = {
# limit = {
# is_ruler = no
# is_married = no
# NOT = { liege = scope:japanese_emperor }
# }
# save_scope_as = imperial_family_member
# scope:japanese_emperor = { add_courtier = scope:imperial_family_member }
# }
# }
# # GET THOSE ROOKIE NUMBERS UP
# dynasty = {
# while = {
# limit = { dynasty_prestige_level < high_dynasty_prestige_level }
# add_dynasty_prestige_level = 1
# }
# }
# }
#
# ### DYNASTY TRACKING SETUP
# japan_dynasty_tracker_setup_effect = yes
#
#
# ### TGP NOBLE FAMILIES & DOMICILE SETUP ###
# # Required due to landless top liege
# title:e_japan.holder ?= {
# add_realm_law_skip_effects = japanese_bureaucracy_1
# noble_family_title_realm_setup_effect = yes
# every_vassal_or_below = { # Move Soryo domiciles to their own realm
# limit = {
# government_has_flag = government_is_japan_feudal
# }
# domicile ?= { move_domicile = owner.capital_province }
# }
# every_vassal_or_below = { # Move Ritsuryo domiciles to the capital
# limit = {
# government_has_flag = government_is_japan_administrative
# }
# domicile ?= { move_domicile = title:e_japan.holder.capital_province }
# }
# }
#
# if = {
# limit = {
# has_dlc_feature = all_under_heaven
# exists = title:e_japan.holder
# }
# tgp_setup_historical_house_bloc_effect = yes
# }
#
#
# ### MANDALA
#
# #Starting Mandala Temple Complexes
# #Dvaravati
# province:10822 = {
# add_great_building = mandala_capital_01
# if = {
# limit = {
# game_start_date >= 1066.1.1
# }
# ruin_great_building = yes
# }
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Haripunjaya
# province:11441 = {
# add_great_building = mandala_capital_01
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Pagan
# province:9550 = {
# if = {
# limit = {
# game_start_date < 1066.1.1
# }
# add_great_building = mandala_capital_01
# }
# else_if = {
# limit = { game_start_date >= 1066.1.1 }
# add_great_building = mandala_capital_02
# }
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Angkor
# province:10816 = {
# if = {
# limit = {
# game_start_date < 1066.1.1
# }
# add_great_building = mandala_capital_01
# }
# else_if = {
# limit = { game_start_date > 1066.09.15 }
# add_great_building = mandala_capital_03
# }
# else = {
# add_great_building = mandala_capital_02
# }
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Srivijaya/Palembang
# province:11296 = {
# add_great_building = mandala_capital_02
# if = {
# limit = {
# game_start_date >= 1066.1.1
# }
# ruin_great_building = yes #Could also be completely destroyed - almost nothing left today
# }
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Mataram
# #Prambanan
# province:11343 = {
# add_great_building = mandala_capital_01
# if = {
# limit = {
# game_start_date >= 1066.1.1
# }
# ruin_great_building = yes
# }
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# #Champa
# #Indrapura
# province:10830 = {
# if = {
# limit = {
# game_start_date < 1066.1.1
# }
# add_great_building = mandala_capital_01
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# }
# #Vijaya
# province:10827 = {
# if = {
# limit = { game_start_date >= 1066.1.1 }
# add_great_building = mandala_capital_01
# add_to_global_variable_list = { # Add to list so it can be found by the PoI
# name = mandala_poi_list
# target = this
# }
# }
# }
# #Apply the Godking AI story to Maharajas with a temple
# every_independent_ruler = {
# limit = { government_has_flag = government_is_mandala }
# if = {
# limit = {
# is_ai = yes
# highest_held_title_tier >= tier_kingdom
# has_mandala_capital_trigger = yes
# trigger_if = {
# limit = { has_ruined_mandala_capital_trigger = yes }
# less_than_max_amount_of_mandala_capitals_trigger = yes
# }
# }
# create_story = story_mandala
# }
# }
# #Tai Migrations
# every_county_in_region = { # save all migration counties to variable list
# region = custom_tai_migration_target
# add_to_global_variable_list = {
# name = tai_migration_target_counties
# target = this
# }
# }
# every_in_global_list = { # give all saved migration county holders the story
# variable = tai_migration_target_counties
# holder = {
# if = {
# limit = {
# NOT = {
# any_owned_story = {
# type = story_tai_migrations
# }
# }
# has_tgp_dlc_trigger = yes
# any_realm_province = {
# culture = {
# NOT = {
# has_cultural_pillar = heritage_tai
# }
# }
# }
# }
# create_story = story_tai_migrations
# }
# }
# }
# }
# ### TGP MERIT AND TREASURY HANDOUT ON GAME START ###
# if = {
# limit = {
# has_tgp_dlc_trigger = yes
# }
# title:h_china.holder ?= {
# # If the hegemon is from the ruler designer, let's ensure we got decent starting values
# if = {
# limit = {
# is_from_ruler_designer = yes
# }
# if = {
# limit = { # If we don't have enough legitimacy, let's increase it
# legitimacy < legitimacy_level_3
# }
# add_legitimacy = {
# value = legitimacy_level_3
# add = 100 # To provide a margin and not drop down a level too quickly
# subtract = legitimacy
# }
# }
# if = {
# limit = { # If the royal court is enabled, set it to a decent default
# has_royal_court = yes
# }
# set_current_court_grandeur = court_grandeur_minimum_expected
# }
# # Let's add some starting currencies
# add_prestige = 1000
# add_piety = 500
# change_influence = 1000
# dynasty ?= { add_dynasty_prestige = 500 }
# }
# # Set Grand Chancellor as Chinese diarchy
# try_start_diarchy = grand_secretariat
# }
# }
# ### TGP KOREA SETUP
# if = {
# # Special variable that UI uses to display correct title
# limit = {
# exists = title:e_goryeo.holder
# has_tgp_dlc_trigger = yes
# game_start_date >= 1066.1.1
# }
# # GORYEO GOVERNORSHIP SETUP
# title:d_bukgye = { add_to_temporary_list = goryeo_military_provinces }
# title:d_donggye = { add_to_temporary_list = goryeo_military_provinces }
# title:d_yukju = { add_to_temporary_list = goryeo_military_provinces }
# every_in_list = {
# list = goryeo_military_provinces
# limit = {
# holder ?= { is_governor = yes }
# }
# holder = {
# vassal_contract_set_obligation_level = {
# type = meritocratic_provinces
# level = meritocratic_province_military
# }
# add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
# }
# }
# }
# else_if = {
# limit = {
# exists = title:k_silla.holder
# has_tgp_dlc_trigger = yes
# game_start_date = 867.1.1
# }
# # SILLA GOVERNORSHIP SETUP
# title:d_bukgye = { add_to_temporary_list = silla_military_provinces }
# title:d_donggye = { add_to_temporary_list = silla_military_provinces }
# title:d_yukju = { add_to_temporary_list = silla_military_provinces }
# every_in_list = {
# list = silla_military_provinces
# limit = {
# holder ?= { is_governor = yes }
# }
# holder = {
# vassal_contract_set_obligation_level = {
# type = meritocratic_provinces
# level = meritocratic_province_military
# }
# add_realm_law_skip_effects = meritocratic_military_appointment_succession_law
# }
# }
# }
# ### TGP JAPAN SETUP
# if = {
# limit = {
# exists = title:e_japan.holder
# has_tgp_dlc_trigger = yes
# }
# title:c_chikuzen ?= { # Dazaifu
# if = {
# limit = {
# holder ?= { is_governor = yes }
# }
# holder = {
# vassal_contract_set_obligation_level = {
# type = japan_administrative_provinces
# level = japan_administrative_province_trade
# }
# }
# }
# }
# title:d_hitakami ?= { add_to_temporary_list = japan_military_provinces } # Mutsu
# title:d_nushiro ?= { add_to_temporary_list = japan_military_provinces } # Dewa
# every_in_list = {
# list = japan_military_provinces
# limit = {
# holder ?= { is_governor = yes }
# }
# holder = {
# vassal_contract_set_obligation_level = {
# type = japan_administrative_provinces
# level = japan_administrative_province_military
# }
# add_realm_law_skip_effects = japanese_military_appointment_succession_law
# }
# }
# if = {
# limit = {
# game_start_date >= 1066.1.1
# game_start_date < 1178.10.1
# }
# title:e_japan.holder = {
# trigger_event = tgp_japan_career.0001
# every_vassal = {
# trigger_event = tgp_japan_career.0001
# }
# }
# }
# }
# ##TEACH CHINESE TO RELEVENT NOBLES###
# title:e_japan.holder ?= {
# add_to_list = holder_to_learn_chinese
# }
# title:e_goryeo.holder ?= {
# add_to_list = holder_to_learn_chinese
# }
# title:h_china.holder ?= {
# every_tributary = {
# add_to_list = holder_to_learn_chinese
# }
# }
every_in_list = {
list = holder_to_learn_chinese
tgp_learn_chinese_effect_game_start = yes
every_noble_family = {
holder ?= {
tgp_learn_chinese_effect_game_start = yes
house = {
every_house_member = {
tgp_learn_chinese_effect_game_start = yes
}
}
}
}
}
# Saharan stuff.
every_county_in_region = {
region = custom_sahara_proper
# Every county is in the region, not every province of every county, so we go to county to avoid iterating over every world province _then_ check which ones are in the region.
every_county_province = { apply_saharan_provisions_debuff_effect = yes }
}
# 1066 Buildings
if = {
limit = {
game_start_date >= 2555.1.1
game_start_date < 2784.10.1
}
every_province = {
limit = {
has_holding = yes
}
generate_building = yes
brewery_counter_start_effect = yes
}
every_domicile = {
limit = { exists = owner }
switch = {
trigger = is_domicile_type
estate = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = estate_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = estate_main_02
add_random_internal_estate_building = yes
}
fill_external_estate_building_effect = yes
}
japanese_manor = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = japanese_manor_main_02
add_random_internal_japanese_manor_building = yes
}
fill_external_japanese_manor_building_effect = yes
}
east_asian_estate = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = east_asian_estate_main_02
add_random_internal_east_asian_estate_building = yes
}
fill_external_east_asian_estate_building_effect = yes
}
}
}
}
# 1178 Buildings
else_if = {
limit = {
game_start_date >= 2784.10.1
}
every_province = {
limit = {
has_holding = yes
}
generate_building = yes
generate_building = yes
generate_building = yes
generate_building = yes
generate_building = yes
generate_building = yes
if = {
limit = {
county.development_level >= 8
}
generate_building = yes
generate_building = yes
}
if = {
limit = {
county.development_level >= 10
}
generate_building = yes
}
if = {
limit = {
county.development_level >= 12
}
generate_building = yes
}
if = {
limit = {
county.development_level >= 14
}
generate_building = yes
generate_building = yes
}
if = {
limit = {
county.development_level >= 16
}
generate_building = yes
}
if = {
limit = {
county.development_level >= 18
}
generate_building = yes
}
if = {
limit = {
county.development_level >= 20
}
generate_building = yes
}
if = {
limit = {
county.development_level >= 25
}
generate_building = yes
generate_building = yes
generate_building = yes
}
brewery_counter_start_effect = yes
}
every_domicile = {
#if = { # Left in if we want adventurers to spawn with stuff
# limit = {
# is_domicile_type = camp
# }
# add_domicile_building = camp_main_02
# add_domicile_building = camp_main_03
# random_list = {
# 10 = {
# add_domicile_building = supply_tent_01
# add_domicile_building = supply_tent_02
# random_list = {
# 10 = {
# add_domicile_building = supply_tent_sutler
# }
# 10 = {
# add_domicile_building = supply_tent_mender
# }
# 10 = {
# add_domicile_building = supply_tent_smithy
# }
# 10 = {
# add_domicile_building = supply_tent_arsenal
# }
# }
# }
# 10 = {
# add_domicile_building = barber_tent_01
# add_domicile_building = barber_tent_02
# random_list = {
# 10 = {
# add_domicile_building = barber_tent_surgeons_tools
# }
# 10 = {
# add_domicile_building = barber_tent_dentists_tools
# }
# 10 = {
# add_domicile_building = barber_tent_torturers_tools
# }
# }
# }
# 10 = {
# add_domicile_building = baggage_train_01
# add_domicile_building = baggage_train_02
# random_list = {
# 10 = {
# add_domicile_building = baggage_train_ample_steeds
# }
# 10 = {
# add_domicile_building = baggage_train_porters
# }
# 10 = {
# add_domicile_building = baggage_train_trackers
# }
# 10 = {
# add_domicile_building = baggage_train_kennel
# }
# }
# }
# }
# random_list = {
# 10 = {
# add_domicile_building = mess_tent_01
# add_domicile_building = mess_tent_02
# random_list = {
# 10 = {
# add_domicile_building = mess_tent_herbalists
# }
# 10 = {
# add_domicile_building = mess_tent_brewers
# }
# 10 = {
# add_domicile_building = mess_tent_curers
# }
# 10 = {
# add_domicile_building = mess_tent_bakers
# }
# 10 = {
# add_domicile_building = mess_tent_cooks
# }
# }
# }
# 10 = {
# add_domicile_building = camp_fire_01
# add_domicile_building = camp_fire_02
# random_list = {
# 10 = {
# add_domicile_building = camp_fire_trailing_musicians
# }
# 10 = {
# add_domicile_building = camp_fire_wandering_poets
# }
# 10 = {
# add_domicile_building = camp_fire_capering_fools
# }
# 10 = {
# add_domicile_building = camp_fire_libations_for_the_lost
# }
# }
# }
# }
# random_list = {
# 10 = {
# add_domicile_building = camp_perimeter_01
# add_domicile_building = camp_perimeter_02
# random_list = {
# 10 = {
# add_domicile_building = camp_perimeter_good_siting
# }
# 10 = {
# add_domicile_building = camp_perimeter_fixed_layout
# }
# }
# }
# 10 = {
# add_domicile_building = proving_grounds_01
# add_domicile_building = proving_grounds_02
# }
# }
#}
every_domicile = {
limit = { exists = owner }
switch = {
trigger = is_domicile_type
estate = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = estate_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = estate_main_02
add_random_internal_estate_building = yes
}
if = {
limit = {
has_domicile_building = estate_main_02
NOT = { has_domicile_building_or_higher = estate_main_03 }
owner.culture ?= { has_innovation = innovation_manorialism }
}
add_domicile_building = estate_main_03
while = {
count = 2
add_random_internal_estate_building = yes
}
}
fill_external_estate_building_effect = yes
}
japanese_manor = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = japanese_manor_main_02
add_random_internal_japanese_manor_building = yes
}
if = {
limit = {
has_domicile_building = japanese_manor_main_02
NOT = { has_domicile_building_or_higher = japanese_manor_main_03 }
owner.culture ?= { has_innovation = innovation_manorialism }
}
add_domicile_building = japanese_manor_main_03
while = {
count = 2
add_random_internal_japanese_manor_building = yes
}
}
fill_external_japanese_manor_building_effect = yes
}
east_asian_estate = {
if = {
limit = {
NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
owner.culture ?= { has_innovation = innovation_city_planning }
}
add_domicile_building = east_asian_estate_main_02
add_random_internal_east_asian_estate_building = yes
}
if = {
limit = {
has_domicile_building = east_asian_estate_main_02
NOT = { has_domicile_building_or_higher = east_asian_estate_main_03 }
owner.culture ?= { has_innovation = innovation_manorialism }
}
add_domicile_building = east_asian_estate_main_03
while = {
count = 2
add_random_internal_east_asian_estate_building = yes
}
}
fill_external_east_asian_estate_building_effect = yes
}
}
}
}
}
# Purge family titles if Admin isn't enabled
if = {
limit = {
NOT = { has_dlc_feature = roads_to_power }
}
every_ruler = {
save_temporary_scope_as = this_ruler
every_held_title = {
limit = {
is_noble_family_title = yes
title_domicile ?= {
is_domicile_type = estate
}
}
scope:this_ruler = {
destroy_title = prev
}
}
}
}
every_county_in_region = {
region = world_steppe
limit = {
uses_county_fertility = yes
}
if = {
limit = {
holder = {
government_has_flag = government_is_nomadic
}
county_fertility > 20
county_fertility <= 90
}
switch = {
trigger = holder.primary_title.tier
tier_empire = {
change_county_fertility = { 16 32 }
}
tier_kingdom = {
change_county_fertility = { 12 16 }
}
tier_duchy = {
change_county_fertility = { 8 12 }
}
tier_county = {
change_county_fertility = { 2 8 }
}
}
}
else_if = {
limit = {
holder = {
government_has_flag = government_is_herder
}
}
change_county_fertility = { 44 64 }
}
}
every_player = {
limit = {
is_landed = yes
}
while = {
count = 7
limit = {
any_courtier = {
count < 7
is_adult = yes
}
}
save_scope_as = player_scope
random_list = {
1 = {
create_character = {
employer = scope:player_scope
age = { 20 30 }
random_traits = yes
gender_female_chance = scope:player_scope.marriage_gender_adjusted_female_chance
culture = scope:player_scope.culture
faith = scope:player_scope.faith
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 150
}
}
}
}
}
4 = {
create_character = {
employer = scope:player_scope
age = { 20 40 }
random_traits = yes
gender_female_chance = 15
culture = scope:player_scope.culture
faith = scope:player_scope.faith
after_creation = {
random_list = {
200 = {
# Character is of average weight, nothing happens
}
25 = {
change_current_weight = -25
}
25 = {
change_current_weight = -75
}
25 = {
change_current_weight = 25
}
25 = {
change_current_weight = 75
}
5 = {
change_current_weight = 150
}
}
}
}
}
}
}
}
# Sanity check the setup if in debug mode
if = {
limit = {
debug_only = yes
}
run_setup_tests_effect = yes
}
set_global_variable = game_has_started
every_independent_ruler = {
# Treasury setup for any government using treasury
tgp_treasury_setup_effect = yes
}
# TGP China education track switch
if = {
limit = {
exists = title:h_china.holder
}
title:h_china.holder = {
add_to_list = realm_potential_education_flip_list
}
}
if = {
limit = {
exists = title:e_goryeo.holder
}
title:e_goryeo.holder = {
add_to_list = realm_potential_education_flip_list
}
}
if = {
limit = {
exists = title:k_dali.holder
}
title:k_dali.holder = {
add_to_list = realm_potential_education_flip_list
}
}
if = {
limit = {
exists = title:k_viet.holder
}
title:k_viet.holder = {
add_to_list = realm_potential_education_flip_list
}
}
if = {
limit = {
exists = title:k_xia.holder
}
title:k_xia.holder = {
add_to_list = realm_potential_education_flip_list
}
}
if = {
limit = {
exists = title:e_andong.holder
}
title:e_andong.holder = {
add_to_list = realm_potential_education_flip_list
}
}
every_in_list = {
list = realm_potential_education_flip_list
every_vassal_or_below = {
limit = {
is_ai = yes
OR = {
is_governor = yes
tgp_is_any_minister = yes
}
trigger_if = {
limit = { has_trait_with_flag = civilian_province }
OR = {
vassal_contract_has_flag = celestial_military_appointment
vassal_contract_has_flag = meritocratic_military_appointment
}
}
trigger_else = {
OR = {
vassal_contract_has_flag = celestial_civil_appointment
vassal_contract_has_flag = meritocratic_civil_appointment
}
}
}
if = {
limit = { has_trait_with_flag = civilian_province }
set_variable = {
name = appointment_trait_override
value = trait:education_martial_1
}
}
else = {
set_variable = {
name = appointment_trait_override
value = trait:education_stewardship_1
}
}
}
}
if = {
limit = {
has_game_rule = no_easteregg_characters
}
# needed for error suppression as all characters are added to the list in the history
if = {
limit = {
always = no
}
add_to_global_variable_list = {
name = easteregg_characters_list
target = this
}
}
every_in_global_list = {
variable = easteregg_characters_list
limit = {
is_ai = yes
}
death = {
death_reason = death_vanished
}
}
clear_global_variable_list = easteregg_characters_list
}
enable_and_run_succession_calculation = yes
}
events = {
# game_rule.1011 #Hungarian Migration management.
historical_artifacts.0023 # Historical Artifacts Generator
coronation_events.0302 # ACH crown giveaway
}
}
#$CHARACTER$.house = {
# save_scope_as = character_house
#
# add_unity_value = {
# value = {
# value = $VALUE$
# if = { # House heads have a larger impact on unity
# limit = { house_head = $CHARACTER$ }
# multiply = unity_house_head_multiplier_value
# }
# }
# character = $CHARACTER$
# desc = $DESC$
# }
# }