1183 lines
22 KiB
Text
1183 lines
22 KiB
Text
#As a tribe, if I reform, what government will I get?
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GetTribalReformGovernment = {
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type = character
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text = {
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trigger = { ep3_is_clan_inclined_trigger = yes }
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localization_key = tribal_reform_clan
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}
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text = {
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trigger = { ep3_is_clan_inclined_trigger = no }
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localization_key = tribal_reform_feudal
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}
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}
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#What type of authority do I use?
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GetGovernmentAuthority = {
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type = character
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text = {
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trigger = { government_has_flag = government_is_administrative }
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localization_key = government_authority_administrative
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}
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text = {
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trigger = { government_has_flag = government_is_tribal }
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localization_key = government_authority_tribe
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}
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text = {
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trigger = { always = no }
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localization_key = government_authority_crown
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fallback = yes
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}
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}
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GetChamber = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = tent
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}
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text = {
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trigger = { always = no }
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localization_key = chamber
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fallback = yes
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}
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}
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GetChamberPlural = {
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type = character
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parent = GetChamber
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suffix = _plural
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}
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GetChambersOrTent = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = tent
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}
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text = {
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trigger = { always = no }
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localization_key = chamber_plural
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fallback = yes
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}
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}
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GetRoom = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = tent
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}
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text = {
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trigger = { always = no }
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localization_key = room
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fallback = yes
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}
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}
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GetRoomPlural = {
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type = character
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parent = GetRoom
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suffix = _plural
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}
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GetCourtyard = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = camp
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}
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text = {
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trigger = { always = no }
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localization_key = courtyard_location
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fallback = yes
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}
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}
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## Court
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GetCourt = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = camp
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}
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text = {
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trigger = { always = no }
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localization_key = court
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fallback = yes
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}
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}
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GetCourtConcept = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = CAMP
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}
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text = {
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trigger = { always = no }
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localization_key = COURT_CONCEPT
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fallback = yes
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}
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}
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GetCourtierGendered = {
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type = character
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text = {
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trigger = {
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liege ?= { has_government = landless_adventurer_government }
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is_female = yes
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}
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localization_key = follower_female
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}
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text = {
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trigger = {
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liege ?= { has_government = landless_adventurer_government }
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is_male = yes
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}
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localization_key = follower_male
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}
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text = {
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trigger = {
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liege ?= { is_landless_adventurer = no }
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is_female = yes
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}
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localization_key = relation_courtier_female
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}
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text = {
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trigger = {
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liege ?= { is_landless_adventurer = no }
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is_male = yes
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}
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localization_key = relation_courtier_male
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}
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}
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GetCourtier = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = follower
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}
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text = {
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trigger = { always = no }
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localization_key = courtier
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fallback = yes
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}
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}
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GetCourtierPlural = {
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type = character
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parent = GetCourtier
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suffix = _plural
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}
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GetCourtierConcept = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = FOLLOWER
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}
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text = {
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trigger = { always = no }
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localization_key = COURTIER
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fallback = yes
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}
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}
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GetCourtierConceptPlural = {
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type = character
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parent = GetCourtierConcept
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suffix = _PLURAL
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}
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GetSubject = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = follower
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}
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text = {
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trigger = { always = no }
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localization_key = subject
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fallback = yes
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}
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}
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GetSubjectPlural = {
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type = character
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parent = GetSubject
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suffix = _plural
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}
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GetSuccessionHeirMotion = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = succession_heir_leader
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}
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text = {
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trigger = { always = no }
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localization_key = succession_heir_throne
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fallback = yes
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}
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}
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GetDungeon = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = stockade
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}
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text = {
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trigger = { always = no }
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localization_key = dungeon
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fallback = yes
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}
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}
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GetDungeonPlural = {
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type = character
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parent = GetDungeon
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suffix = _plural
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}
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GetDungeonConcept = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = STOCKADE_CONCEPT
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}
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text = {
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trigger = { always = no }
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localization_key = DUNGEON_CONCEPT
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fallback = yes
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}
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}
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GetDungeonConceptPlural = {
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type = character
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parent = GetDungeonConcept
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suffix = _plural
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}
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GetRealmOrDomicile = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = game_concept_camp
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_governor = yes
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}
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trigger_else = {
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liege ?= { is_governor = yes }
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}
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}
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localization_key = game_concept_estate
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_landless_administrative = yes
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}
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trigger_else = {
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liege ?= { is_landless_administrative = yes }
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}
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}
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localization_key = game_concept_governorship
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}
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text = {
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trigger = { always = no }
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localization_key = realm
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fallback = yes
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}
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}
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GetRealmOrDomicileTooltip = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_nomad = yes
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}
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trigger_else = {
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liege ?= { is_nomad = yes }
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}
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}
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localization_key = NOMAD
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = ADVENTURER
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_landless_administrative = yes
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}
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trigger_else = {
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liege ?= { is_landless_administrative = yes }
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}
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}
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localization_key = NOBLE_FAMILY
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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primary_title = { is_holy_order = yes }
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}
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trigger_else = {
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liege.primary_title ?= { is_holy_order = yes }
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}
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}
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localization_key = CV_REALM_TYPE_HOLY_ORDER
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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primary_title = { is_mercenary_company = yes }
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}
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trigger_else = {
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liege.primary_title ?= { is_mercenary_company = yes }
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}
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}
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localization_key = CV_REALM_TYPE_MERCENARY
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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this = faith.religious_head
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is_landed = no
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}
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trigger_else = { liege ?= faith.religious_head }
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}
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localization_key = CV_REALM_TYPE_HOF
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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this = faith.religious_head
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is_landed = yes
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}
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trigger_else = { liege ?= faith.religious_head }
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}
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localization_key = CV_REALM_TYPE_HOF_LANDED
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_governor = yes
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}
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trigger_else = {
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liege ?= { is_governor = yes }
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}
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}
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localization_key = GOVERNORSHIP_TOOLTIP
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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top_liege != this
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}
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trigger_else = {
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liege ?= { top_liege != this }
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}
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}
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localization_key = VASSAL_TOOLTIP
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}
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text = {
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trigger = { always = no }
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localization_key = REALM_TOOLTIP
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fallback = yes
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}
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}
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GetRealmOrDomicileConcept = {
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type = character
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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has_government = landless_adventurer_government
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}
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trigger_else = {
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liege ?= { has_government = landless_adventurer_government }
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}
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}
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localization_key = CAMP
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}
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text = {
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trigger = {
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trigger_if = {
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limit = { is_ruler = yes }
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is_landless_administrative = yes
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}
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trigger_else = {
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liege ?= { is_landless_administrative = yes }
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}
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}
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localization_key = ESTATE
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}
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text = {
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trigger = {
|
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trigger_if = {
|
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limit = { is_ruler = yes }
|
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is_governor = yes
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}
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trigger_else = {
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liege ?= { is_governor = yes }
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}
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}
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localization_key = GOVERNORSHIP
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}
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text = {
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trigger = { always = no }
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localization_key = activity_filter_realm
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fallback = yes
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}
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}
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|
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GetCourtPosition = {
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type = character
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|
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text = {
|
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trigger = { is_landed = no }
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localization_key = game_concept_officer
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}
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text = {
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trigger = { always = no }
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localization_key = game_concept_court_position
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fallback = yes
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}
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}
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GetCourtPositionPlural = {
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type = character
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|
|
text = {
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trigger = { is_landed = no }
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localization_key = game_concept_officers
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}
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text = {
|
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trigger = { always = no }
|
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localization_key = game_concept_court_positions
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fallback = yes
|
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}
|
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}
|
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|
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GetCourtPositionConceptPlural = {
|
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type = character
|
|
|
|
text = {
|
|
trigger = { is_landed = no }
|
|
localization_key = OFFICER_PLURAL
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = COURT_POSITION_PLURAL
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
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GetCourtOrOfficerPositionConceptPlural = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = { is_landed = no }
|
|
localization_key = officer_positions
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = COURT_POSITION_PLURAL
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetCourtOwnerConcept = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = { is_landed = no }
|
|
localization_key = ADVENTURER
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = LIEGE
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetCourtOwner = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = { has_government = landless_adventurer_government }
|
|
localization_key = court_owner_adventurer
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = court_owner_liege
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetValidKnightsHeader = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
has_government = landless_adventurer_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = landless_adventurer_government }
|
|
}
|
|
}
|
|
localization_key = KNIGHTS_SUBHEADER_LANDLESS_ADVENTURER
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = KNIGHTS_SUBHEADER
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetDoor = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
has_government = landless_adventurer_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = landless_adventurer_government }
|
|
}
|
|
}
|
|
localization_key = tent_flap
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = door
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetHuntDesc = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = activity_hunt_desc_adventurer
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = activity_hunt_desc_regular
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetHuntMasterDesc = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = activity_huntmaster_desc_adventurer
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = activity_huntmaster_desc_regular
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetHuntMasterTooltipDesc = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = activity_huntmaster_tooltip_desc_adventurer
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = activity_huntmaster_tooltip_desc_regular
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetServants = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = followers_adventurer
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = servants_desc_regular
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetFollowerOrVassal = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = follower
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = vassal
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetFollowerOrVassalPlural = {
|
|
type = character
|
|
parent = GetFollowerOrVassal
|
|
suffix = _plural
|
|
}
|
|
|
|
GetGameKeepers = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = {
|
|
has_government = landless_adventurer_government
|
|
}
|
|
localization_key = flushers_adventurer
|
|
}
|
|
text = {
|
|
trigger = {
|
|
government_has_flag = government_is_nomadic
|
|
}
|
|
localization_key = gamekeepers_nomadic
|
|
}
|
|
text = {
|
|
trigger = { always = no }
|
|
localization_key = gamekeepers_regular
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetDoorPlural = {
|
|
type = character
|
|
parent = GetDoor
|
|
suffix = _plural
|
|
}
|
|
|
|
GetGovernmentIcon = {
|
|
type = character
|
|
|
|
text = { # Holy Order
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = holy_order_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
primary_title ?= { is_holy_order = yes }
|
|
}
|
|
trigger_else = {
|
|
liege.primary_title ?= { is_holy_order = yes }
|
|
}
|
|
}
|
|
}
|
|
localization_key = holy_order_icon_concept
|
|
}
|
|
text = { # Mercenary
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = mercenary_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
primary_title = { is_mercenary_company = yes }
|
|
}
|
|
trigger_else = {
|
|
liege.primary_title ?= { is_mercenary_company = yes }
|
|
}
|
|
}
|
|
}
|
|
localization_key = mercenary_icon_concept
|
|
}
|
|
text = { # Adventurer
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = landless_adventurer_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_ruler = yes
|
|
}
|
|
government_has_flag = government_is_landless_adventurer
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_landless_adventurer }
|
|
}
|
|
}
|
|
}
|
|
localization_key = adventurer_icon_concept
|
|
}
|
|
text = { # Nomad
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = nomad_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_ruler = yes
|
|
}
|
|
government_has_flag = government_is_nomadic
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_nomadic }
|
|
}
|
|
}
|
|
}
|
|
localization_key = nomadic_icon_concept
|
|
}
|
|
text = { # Herder
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = herder_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_ruler = yes
|
|
}
|
|
has_government = herder_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = herder_government }
|
|
}
|
|
}
|
|
}
|
|
localization_key = herder_icon_concept
|
|
}
|
|
text = { # Celestial
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = celestial_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_celestial
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_celestial }
|
|
}
|
|
}
|
|
}
|
|
localization_key = celestial_icon_concept
|
|
}
|
|
text = { # Mandala
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = mandala_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_mandala
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_mandala }
|
|
}
|
|
}
|
|
}
|
|
localization_key = mandala_icon_concept
|
|
}
|
|
text = { # Maritime Tribal
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = wanua_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_wanua
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_wanua }
|
|
}
|
|
}
|
|
}
|
|
localization_key = wanua_icon_concept
|
|
}
|
|
text = { # Meritocratic
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = meritocratic_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_meritocratic
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_meritocratic }
|
|
}
|
|
}
|
|
}
|
|
localization_key = meritocratic_icon_concept
|
|
}
|
|
text = { # Tribal
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = tribal_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_tribal
|
|
NOT = { government_has_flag = government_is_wanua }
|
|
}
|
|
trigger_else = {
|
|
liege ?= {
|
|
government_has_flag = government_is_tribal
|
|
NOT = { government_has_flag = government_is_wanua }
|
|
}
|
|
}
|
|
}
|
|
}
|
|
localization_key = tribal_icon_concept
|
|
}
|
|
text = { # Clan
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = clan_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_clan
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_clan }
|
|
}
|
|
}
|
|
}
|
|
localization_key = clan_icon_concept
|
|
}
|
|
text = { # Japanese Admin
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = japan_administrative_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
has_government = japan_administrative_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = japan_administrative_government }
|
|
}
|
|
}
|
|
}
|
|
localization_key = japan_administrative_icon_concept
|
|
}
|
|
text = { # Admin
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = administrative_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_administrative
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_administrative }
|
|
}
|
|
}
|
|
}
|
|
localization_key = administrative_icon_concept
|
|
}
|
|
text = { # Republic
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = republic_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_republic
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_republic }
|
|
}
|
|
}
|
|
}
|
|
localization_key = republic_icon_concept
|
|
}
|
|
text = { # Theocracy
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = {
|
|
is_alive = no
|
|
}
|
|
has_government = theocracy_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
government_has_flag = government_is_theocracy
|
|
}
|
|
trigger_else = {
|
|
liege ?= { government_has_flag = government_is_theocracy }
|
|
}
|
|
}
|
|
}
|
|
localization_key = theocracy_icon_concept
|
|
}
|
|
text = { # Japanese Feudal
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = japan_feudal_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
has_government = japan_feudal_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = japan_feudal_government }
|
|
}
|
|
}
|
|
}
|
|
localization_key = japan_feudal_icon_concept
|
|
}
|
|
text = { # Steppe Admin
|
|
trigger = {
|
|
trigger_if = {
|
|
limit = { is_alive = no }
|
|
has_government = steppe_admin_government
|
|
}
|
|
trigger_else = {
|
|
trigger_if = {
|
|
limit = { is_ruler = yes }
|
|
has_government = steppe_admin_government
|
|
}
|
|
trigger_else = {
|
|
liege ?= { has_government = steppe_admin_government }
|
|
}
|
|
}
|
|
}
|
|
localization_key = steppe_admin_icon_concept
|
|
}
|
|
text = { # Feudal
|
|
trigger = { always = no }
|
|
localization_key = feudal_icon_concept
|
|
fallback = yes
|
|
}
|
|
}
|
|
|
|
GetTribalFeudal = {
|
|
type = character
|
|
|
|
text = {
|
|
trigger = { government_has_flag = government_is_tribal }
|
|
localization_key = tribal_government
|
|
}
|
|
|
|
text = {
|
|
localization_key = feudal_government
|
|
}
|
|
}
|