N3OW/common/laws/00_realm_laws.txt

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Text

@crown_authority_cooldown_years = 20
@tribal_authority_cooldown_years = 10
@nomadic_authority_cooldown_years = 5
@imperial_bureaucracy_cooldown_years_1 = 10
@imperial_bureaucracy_cooldown_years_2 = 20
@imperial_bureaucracy_cooldown_years_3 = 30
@camp_purpose_prestige_cost = 1000
@camp_purpose_ai_will_do_malus_t3 = -30
@camp_purpose_ai_will_do_malus_t2 = -20
@camp_purpose_ai_will_do_malus_t1 = -10
@camp_purpose_ai_will_do_bonus_t1 = 10
@camp_purpose_ai_will_do_bonus_t2 = 20
@camp_purpose_ai_will_do_bonus_t3 = 30
crown_authority = {
default = crown_authority_1
cumulative = yes
flag = realm_law
crown_authority_0 = {
modifier = {
belligerent_opinion = -10
barons_and_minor_landholders_opinion = 20
glory_hound_opinion = 10
parochial_opinion = 10
courtly_opinion = 5
}
flag = uses_crown_authority
can_keep = {
realm_law_use_crown_authority = yes
trigger_if = {
limit = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
liege = { has_realm_law = crown_authority_0 }
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
crown_authority_1 = {
modifier = {
belligerent_opinion = 5
barons_and_minor_landholders_opinion = -30
glory_hound_opinion = -15
parochial_opinion = -15
courtly_opinion = -5
minority_opinion = -10
}
flag = title_revocation_allowed
flag = vassal_retraction_allowed
flag = can_have_tributaries
flag = can_change_partition_succession_laws
flag = diarchs_want_to_subsidise_without_this_flag
can_keep = {
realm_law_use_crown_authority = yes
trigger_if = {
limit = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
liege = { has_realm_law = crown_authority_1 }
}
}
can_pass = {
trigger_if = {
limit = { has_realm_law = crown_authority_0 }
custom_description = {
subject = root
text = "has_crown_authority_cooldown"
NAND = {
has_variable = crown_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
can_pass_law_ca1_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = crown_authority_2
has_realm_law = crown_authority_3
}
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = crown_authority_cooldown
years = @crown_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = crown_authority_0 }
value = 1
}
}
}
crown_authority_2 = {
modifier = {
belligerent_opinion = 10
barons_and_minor_landholders_opinion = -10
glory_hound_opinion = -10
parochial_opinion = -10
courtly_opinion = -5
zealot_opinion = -10
minority_opinion = -10
vassal_tax_contribution_mult = 0.1
vassal_levy_contribution_mult = 0.1
}
flag = vassal_internal_wars_banned
flag = vassal_refusal_is_treason
flag = can_change_succession_laws
flag = titles_cannot_leave_realm_on_succession # Hardcoded flag
can_keep = {
realm_law_use_crown_authority = yes
trigger_if = {
limit = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
liege = { has_realm_law = crown_authority_2 }
}
}
can_pass = {
trigger_if = {
limit = {
NOT = { has_realm_law = crown_authority_3 }
NAND = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
}
has_realm_law = crown_authority_1
custom_description = {
subject = root
text = "has_crown_authority_cooldown"
NAND = {
has_variable = crown_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
can_pass_law_ca2_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law = crown_authority_3 }
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = crown_authority_cooldown
years = @crown_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = crown_authority_1 }
value = 1
}
}
}
crown_authority_3 = {
modifier = {
belligerent_opinion = 15
barons_and_minor_landholders_opinion = -20
glory_hound_opinion = -25
parochial_opinion = -25
courtly_opinion = -10
zealot_opinion = -20
minority_opinion = -30
vassal_tax_contribution_mult = 0.25
vassal_levy_contribution_mult = 0.25
}
flag = vassal_all_wars_banned
flag = can_designate_heirs
flag = max_authority_level
can_keep = {
realm_law_use_crown_authority = yes
trigger_if = {
limit = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
liege = { has_realm_law = crown_authority_3 }
}
}
can_pass = {
trigger_if = {
limit = {
NAND = {
government_has_flag = government_is_administrative
is_independent_ruler = no
}
}
has_realm_law = crown_authority_2
custom_description = {
subject = root
text = "has_crown_authority_cooldown"
NAND = {
has_variable = crown_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
can_pass_law_ca3_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law = crown_authority_3 }
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = crown_authority_cooldown
years = @crown_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
}
tribal_authority = {
default = tribal_authority_1
cumulative = yes
flag = realm_law
tribal_authority_0 = {
modifier = {
glory_hound_opinion = 10
parochial_opinion = 10
courtly_opinion = 5
belligerent_opinion = -15
}
flag = uses_tribal_authority
flag = imprisonment_toggle_enable
can_keep = { realm_law_use_tribal_authority = yes }
#Imprisonment is disabled if you have this law. Script is in the interaction, currently in 00_prison_interactions.
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
tribal_authority_1 = {
modifier = {
glory_hound_opinion = -15
parochial_opinion = -15
courtly_opinion = -5
minority_opinion = -10
belligerent_opinion = 5
}
flag = can_have_tributaries
flag = can_change_succession_laws
flag = imprisonment_toggle_on
can_keep = {
realm_law_use_tribal_authority = yes
}
can_pass = {
trigger_if = {
limit = { has_realm_law = tribal_authority_0 }
custom_description = {
subject = root
text = "has_tribal_authority_cooldown"
NAND = {
has_variable = tribal_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = tribal_authority_2
has_realm_law = tribal_authority_3
}
}
add = increase_tribal_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = tribal_authority_cooldown
years = @tribal_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = tribal_authority_0 }
value = 1
}
}
}
tribal_authority_2 = {
modifier = {
glory_hound_opinion = -10
parochial_opinion = -10
courtly_opinion = -5
zealot_opinion = -10
minority_opinion = -10
belligerent_opinion = 15
}
flag = title_revocation_allowed
flag = vassal_retraction_allowed
flag = diarchs_want_to_subsidise_without_this_flag
can_keep = {
realm_law_use_tribal_authority = yes
NOT = {
is_confederation_member = yes
}
}
can_pass = {
trigger_if = {
limit = {
NOT = { has_realm_law = tribal_authority_3 }
}
has_realm_law = tribal_authority_1
custom_description = {
subject = root
text = "has_tribal_authority_cooldown"
NAND = {
has_variable = tribal_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law = tribal_authority_3 }
}
add = increase_tribal_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = tribal_authority_cooldown
years = @tribal_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = tribal_authority_1 }
value = 1
}
}
}
tribal_authority_3 = {
modifier = {
glory_hound_opinion = -25
parochial_opinion = -25
courtly_opinion = -10
zealot_opinion = -20
minority_opinion = -30
belligerent_opinion = 20
}
flag = max_authority_level
#Settling is disabled unless you have this law. Script is in the decisions, currently in 80_major_decisions.
#Reforming pagan religions (but not creating other faiths) is disabled unless you have this law. Script is in the reformation prereqs, currently in 00_rules.
can_keep = {
realm_law_use_tribal_authority = yes
NOT = {
is_confederation_member = yes
}
}
can_pass = {
has_realm_law = tribal_authority_2
custom_description = {
subject = root
text = "has_tribal_authority_cooldown"
NAND = {
has_variable = tribal_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
pass_cost = { prestige = increase_tribal_authority_prestige_cost }
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = tribal_authority_cooldown
years = @tribal_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = tribal_authority_2 }
value = 1
}
if = { # Genghis is fundamentally uninterested in settling as feudal, and doesn't care for the additional -20 vassal opinion!
limit = { has_title = title:e_mongol_empire }
value = -10
}
}
}
}
camp_purpose = {
default = camp_purpose_wanderers
flag = realm_law
camp_purpose_wanderers = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = can_change_purpose_for_free
can_keep = { realm_law_use_camp_purpose = yes }
pass_cost = {
prestige = @camp_purpose_prestige_cost
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_wanderers
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_wanderers_modifier
}
}
ai_will_do = { value = 0 }
}
camp_purpose_mercenaries = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = laamp_contracts_weight_up_mercenary
flag = laamp_contracts_weight_up_martial
flag = laamp_contracts_weight_up_prowess
flag = martial_camp_purpose
# Camp unlocks.
flag = unlocks_baggage_train_siege_engineers
flag = unlocks_proving_grounds_lockwagon
flag = unlocks_camp_perimeter_palisade
flag = unlocks_camp_perimeter_ditch
can_keep = { realm_law_use_camp_purpose = yes }
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law_flag = can_change_purpose_for_free }
}
value = @camp_purpose_prestige_cost
}
}
}
modifier = {
men_at_arms_cap = 1
embarkation_cost_mult = -0.5
knight_limit = 8
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_mercenaries
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_mercenaries_modifier
}
}
ai_will_do = {
# Traits.
## Education.
if = {
limit = { has_trait = education_martial }
add = @camp_purpose_ai_will_do_bonus_t3
}
## Personality.
### Cultural traditions
if = {
limit = {
culture = {
OR = {
has_cultural_parameter = much_more_likely_to_be_laamps
has_cultural_parameter = more_likely_to_be_laamps
}
}
}
add = @camp_purpose_ai_will_do_bonus_t3
}
### Wrathful
if = {
limit = { has_trait = wrathful }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Calm
if = {
limit = { has_trait = calm }
add = @camp_purpose_ai_will_do_malus_t3
}
### Callous
if = {
limit = { has_trait = callous }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Sadistic
if = {
limit = { has_trait = sadistic }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Compassionate
if = {
limit = { has_trait = compassionate }
add = @camp_purpose_ai_will_do_malus_t3
}
### Brave
if = {
limit = { has_trait = brave }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Craven
if = {
limit = { has_trait = craven }
add = @camp_purpose_ai_will_do_malus_t3
}
# If we've picked a purpose, don't change it.
if = {
limit = {
NOT = { has_realm_law = camp_purpose_wanderers }
}
multiply = 0
}
}
}
camp_purpose_scholars = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
modifier = {
monthly_lifestyle_xp_gain_mult = 0.2
}
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = laamp_contracts_weight_up_learning
flag = laamp_contracts_weight_up_stewardship
flag = laamp_contracts_weight_up_diplomacy_slight
flag = nerd_camp_purpose
# Camp unlocks.
flag = unlocks_baggage_train_siege_engineers
flag = unlocks_barber_tent_reference_corpus
flag = unlocks_barber_tent_morticians_tools
flag = unlocks_baggage_train_scribes
flag = unlocks_baggage_train_ascetics
flag = unlocks_camp_fire_nightly_debates
flag = unlocks_proving_grounds_martial_study
can_keep = { realm_law_use_camp_purpose = yes }
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law_flag = can_change_purpose_for_free }
}
value = @camp_purpose_prestige_cost
}
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_scholars
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_scholars_modifier
}
}
ai_will_do = {
# Traits.
## Education.
if = {
limit = { has_trait = education_learning }
add = @camp_purpose_ai_will_do_bonus_t3
}
if = {
limit = { has_trait = education_stewardship }
add = @camp_purpose_ai_will_do_bonus_t1
}
## Personality.
### Honest
if = {
limit = { has_trait = honest }
add = @camp_purpose_ai_will_do_bonus_t1
}
### Generous
if = {
limit = { has_trait = generous }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Calm
if = {
limit = { has_trait = calm }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Wrathful
if = {
limit = { has_trait = wrathful }
add = @camp_purpose_ai_will_do_malus_t2
}
### Eccentric
if = {
limit = { has_trait = eccentric }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Patient
if = {
limit = { has_trait = patient }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Impatient
if = {
limit = { has_trait = impatient }
add = @camp_purpose_ai_will_do_malus_t3
}
### Shy
if = {
limit = { has_trait = shy }
add = @camp_purpose_ai_will_do_bonus_t1
}
### Gregarious
if = {
limit = { has_trait = gregarious }
add = @camp_purpose_ai_will_do_malus_t1
}
# If we've picked a purpose, don't change it.
if = {
limit = {
NOT = { has_realm_law = camp_purpose_wanderers }
}
multiply = 0
}
}
}
camp_purpose_explorers = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
modifier = {
character_travel_speed_mult = 0.25
coastal_sea_travel_danger = medium_sea_danger_reduction
sea_travel_danger = medium_sea_danger_reduction
}
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = laamp_contracts_weight_up_transport
flag = laamp_contracts_weight_up_diplomacy
flag = laamp_contracts_weight_up_intrigue
flag = laamp_contracts_weight_up_martial_slight
# Camp unlocks.
flag = unlocks_supply_tent_reserve_provisions
flag = unlocks_supply_tent_reserve_water
flag = unlocks_supply_tent_climbing_gear
flag = unlocks_camp_fire_local_hangers_on
flag = unlocks_camp_perimeter_extra_watch
can_keep = { realm_law_use_camp_purpose = yes }
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law_flag = can_change_purpose_for_free }
}
value = @camp_purpose_prestige_cost
}
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_explorers
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_explorers_modifier
}
}
ai_will_do = {
# Traits.
## Education.
if = {
limit = { has_trait = education_diplomacy }
add = @camp_purpose_ai_will_do_bonus_t3
}
if = {
limit = { has_trait = education_stewardship }
add = @camp_purpose_ai_will_do_bonus_t2
}
## Personality.
### Diligent
if = {
limit = { has_trait = diligent }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Lazy
if = {
limit = { has_trait = lazy }
add = @camp_purpose_ai_will_do_malus_t2
}
### Athletic
if = {
limit = { has_trait = athletic }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Brave
if = {
limit = { has_trait = brave }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Craven
if = {
limit = { has_trait = craven }
add = @camp_purpose_ai_will_do_malus_t2
}
### Eccentric
if = {
limit = { has_trait = eccentric }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Stubborn
if = {
limit = { has_trait = stubborn }
add = @camp_purpose_ai_will_do_bonus_t1
}
### Fickle
if = {
limit = { has_trait = fickle }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Humble
if = {
limit = { has_trait = humble }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Arrogant
if = {
limit = { has_trait = arrogant }
add = @camp_purpose_ai_will_do_malus_t2
}
# If we've picked a purpose, don't change it.
if = {
limit = {
NOT = { has_realm_law = camp_purpose_wanderers }
}
multiply = 0
}
}
}
camp_purpose_brigands = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = laamp_contracts_weight_up_criminal
flag = laamp_contracts_weight_up_prowess
flag = laamp_contracts_weight_up_intrigue
flag = martial_camp_purpose
# Camp unlocks.
flag = unlocks_proving_grounds_lockwagon
flag = unlocks_barber_tent_morticians_tools
flag = unlocks_supply_tent_subdued_gear
flag = unlocks_baggage_train_ransom_cages
flag = unlocks_baggage_train_negotiators
flag = unlocks_camp_fire_juicy_rumors
flag = unlocks_proving_grounds_the_stick_game
can_keep = { realm_law_use_camp_purpose = yes }
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law_flag = can_change_purpose_for_free }
}
value = @camp_purpose_prestige_cost
}
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_brigands
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_brigands_modifier
}
}
modifier = {
embarkation_cost_mult = -0.5
knight_limit = 3
}
ai_will_do = {
# Traits.
## Education.
if = {
limit = { has_trait = education_intrigue }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Cultural traditions
if = {
limit = {
culture = {
OR = {
has_cultural_parameter = much_more_likely_to_be_laamps
has_cultural_parameter = more_likely_to_be_laamps
}
}
}
add = @camp_purpose_ai_will_do_bonus_t3
}
## Personality.
### Deceitful.
if = {
limit = { has_trait = deceitful }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Honest.
if = {
limit = { has_trait = honest }
add = @camp_purpose_ai_will_do_malus_t3
}
### Arbitrary.
if = {
limit = { has_trait = arbitrary }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Just,
if = {
limit = { has_trait = just }
add = @camp_purpose_ai_will_do_malus_t3
}
### Greedy + either Humble or Content.
if = {
limit = {
has_trait = greedy
OR = {
has_trait = humble
has_trait = content
}
}
add = @camp_purpose_ai_will_do_bonus_t2
}
### Generous.
if = {
limit = { has_trait = generous }
add = @camp_purpose_ai_will_do_malus_t2
}
### Arrogant.
if = {
limit = { has_trait = arrogant }
add = @camp_purpose_ai_will_do_malus_t2
}
### Ambitious.
if = {
limit = { has_trait = ambitious }
add = @camp_purpose_ai_will_do_malus_t2
}
### Wrathful.
if = {
limit = { has_trait = wrathful }
add = @camp_purpose_ai_will_do_bonus_t1
}
### Calm.
if = {
limit = { has_trait = calm }
add = @camp_purpose_ai_will_do_malus_t1
}
### Sadistic.
if = {
limit = { has_trait = sadistic }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Callous.
if = {
limit = { has_trait = callous }
add = @camp_purpose_ai_will_do_bonus_t2
}
### Compassionate.
if = {
limit = { has_trait = compassionate }
add = @camp_purpose_ai_will_do_malus_t2
}
# If we've picked a purpose, don't change it.
if = {
limit = {
NOT = { has_realm_law = camp_purpose_wanderers }
}
multiply = 0
}
}
}
camp_purpose_legitimists = {
pass_phrase = camp_purpose_pass_phrase
confirmation_title = camp_purpose_pass_phrase
confirmation_button_text = camp_purpose_confirmation_button_text
flag = uses_camp_purpose
flag = can_change_succession_laws
flag = martial_camp_purpose
# Camp unlocks.
flag = unlocks_baggage_train_scribes
flag = unlocks_proving_grounds_martial_study
flag = unlocks_baggage_train_proof_of_claims
flag = unlocks_baggage_train_ransom_cages
flag = unlocks_camp_fire_future_dreams
flag = unlocks_proving_grounds_bodyguard_drills
flag = unlocks_proving_grounds_lockwagon
can_keep = {
realm_law_use_camp_purpose = yes
ep3_can_have_legitimists_camp_purpose_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law_flag = can_change_purpose_for_free }
}
value = @camp_purpose_prestige_cost
}
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
# Remove inappropriate buildings.
laamp_clear_inappropriate_buildings_effect = yes
# Adjust flavourisation.
remove_camp_purpose_flavourisation_variables_effect = yes
set_variable = flavourise_camp_purpose_legitimists
local_arbitration_boon_set_purpose_effect = {
MODIFIER = landless_local_arbitration_legitimists_modifier
}
}
modifier = {
men_at_arms_cap = 1
knight_limit = 8
}
ai_will_do = {
# Weight up legitimists inherently.
value = 100
# Traits.
## Education.
if = {
limit = {
OR = {
has_trait = education_diplomacy
has_trait = education_martial
}
}
add = @camp_purpose_ai_will_do_bonus_t3
}
## Personality.
### Ambitious
if = {
limit = { has_trait = ambitious }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Content
if = {
limit = { has_trait = content }
add = @camp_purpose_ai_will_do_malus_t3
}
### Arrogant
if = {
limit = { has_trait = arrogant }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Humble
if = {
limit = { has_trait = humble }
add = @camp_purpose_ai_will_do_malus_t3
}
### Vengeful
if = {
limit = { has_trait = vengeful }
add = @camp_purpose_ai_will_do_bonus_t3
}
### Forgiving
if = {
limit = { has_trait = forgiving }
add = @camp_purpose_ai_will_do_malus_t3
}
# If we've picked a purpose, don't change it.
if = {
limit = {
NOT = { has_realm_law = camp_purpose_wanderers }
}
multiply = 0
}
}
}
}
imperial_bureaucracy = {
default = imperial_bureaucracy_1
cumulative = yes
flag = realm_law
imperial_bureaucracy_0 = {
modifier = {
belligerent_opinion = -10
barons_and_minor_landholders_opinion = 20
glory_hound_opinion = 10
parochial_opinion = 10
courtly_opinion = 5
}
flag = uses_imperial_bureaucracy
flag = titles_cannot_leave_realm_on_succession # Hardcoded flag
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = imperial_bureaucracy_0 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = imperial_bureaucracy_0 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
}
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
imperial_bureaucracy_1 = {
modifier = {
belligerent_opinion = 5
barons_and_minor_landholders_opinion = -30
glory_hound_opinion = -15
parochial_opinion = -15
courtly_opinion = -5
minority_opinion = -10
administrative_government_tax_contribution_add = 0.05
vassal_limit = 100
}
flag = can_have_tributaries
flag = title_revocation_allowed
flag = vassal_retraction_allowed
flag = can_change_partition_succession_laws
flag = vassal_internal_wars_banned
flag = diarchs_want_to_subsidise_without_this_flag
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = imperial_bureaucracy_1 }
}
}
can_pass = {
trigger_if = {
limit = {
has_realm_law = imperial_bureaucracy_0
is_independent_ruler = yes
}
custom_description = {
subject = root
text = "has_imperial_bureaucracy_cooldown"
NAND = {
has_variable = imperial_bureaucracy_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = imperial_bureaucracy_1 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
can_pass_law_ca1_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = imperial_bureaucracy_2
has_realm_law = imperial_bureaucracy_3
}
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = imperial_bureaucracy_cooldown
years = @imperial_bureaucracy_cooldown_years_1
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = imperial_bureaucracy_0 }
value = 1
}
}
}
imperial_bureaucracy_2 = {
modifier = {
belligerent_opinion = 10
barons_and_minor_landholders_opinion = -10
glory_hound_opinion = -10
parochial_opinion = -10
courtly_opinion = -5
zealot_opinion = -10
minority_opinion = -10
administrative_government_tax_contribution_add = 0.05
republic_government_tax_contribution_add = 0.05
vassal_limit = 100
}
flag = vassal_refusal_is_treason
flag = can_change_succession_laws
flag = vassal_all_wars_banned
flag = admin_change_vassal_gov_cheaper
flag = admin_title_troop_cost_reduction
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = imperial_bureaucracy_2 }
}
}
can_pass = {
trigger_if = {
limit = {
NOT = { has_realm_law = imperial_bureaucracy_3 }
is_independent_ruler = yes
}
has_realm_law = imperial_bureaucracy_1
custom_description = {
subject = root
text = "has_imperial_bureaucracy_cooldown"
NAND = {
has_variable = imperial_bureaucracy_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = imperial_bureaucracy_2 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
can_pass_law_ca2_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law = imperial_bureaucracy_3 }
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = imperial_bureaucracy_cooldown
years = @imperial_bureaucracy_cooldown_years_2
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = imperial_bureaucracy_1 }
value = 1
}
}
}
imperial_bureaucracy_3 = {
modifier = {
belligerent_opinion = 15
barons_and_minor_landholders_opinion = -20
glory_hound_opinion = -25
parochial_opinion = -25
courtly_opinion = -10
zealot_opinion = -20
minority_opinion = -30
administrative_government_tax_contribution_add = 0.1
republic_government_tax_contribution_add = 0.05
vassal_limit = 200
}
flag = vassal_all_wars_banned_permanent
flag = max_authority_level
flag = admin_title_troop_cost_reduction_high
can_keep = {
realm_law_use_imperial_bureaucracy = yes
trigger_if = {
limit = {
is_independent_ruler = no
}
liege = { has_realm_law = imperial_bureaucracy_3 }
}
}
can_pass = {
trigger_if = {
limit = {
is_independent_ruler = yes
}
has_realm_law = imperial_bureaucracy_2
custom_description = {
subject = root
text = "has_imperial_bureaucracy_cooldown"
NAND = {
has_variable = imperial_bureaucracy_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
}
trigger_if = {
limit = {
is_independent_ruler = no
liege = { has_realm_law = imperial_bureaucracy_3 }
}
custom_tooltip = {
text = imperial_bureaucracy_pending_law_change
always = no
}
}
can_pass_law_ca3_trigger = yes
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = { has_realm_law = imperial_bureaucracy_3 }
}
add = increase_crown_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = imperial_bureaucracy_cooldown
years = @imperial_bureaucracy_cooldown_years_3
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
}
nomadic_authority = {
default = nomadic_authority_1
cumulative = yes
flag = realm_law
nomadic_authority_1 = {
pass_phrase = nomadic_authority_1_pass_phrase
confirmation_title = nomadic_authority_1_pass_phrase
confirmation_button_text = nomadic_authority_confirmation_button_text
modifier = {
belligerent_opinion = -25
glory_hound_opinion = -20
domain_limit_min = 1
domain_limit_max = 2
vassal_limit_min = 1
vassal_limit_max = 1
}
flag = can_have_tributaries
flag = title_revocation_allowed
flag = uses_nomadic_authority
flag = imprisonment_toggle_enable
flag = access_to_nomadic_county_conquest
can_pass = {
has_realm_law = nomadic_authority_2
}
can_keep = { realm_law_use_nomadic_authority = yes }
#Imprisonment is disabled if you have this law. Script is in the interaction, currently in 00_prison_interactions.
on_pass = {
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
}
nomadic_authority_2 = {
pass_phrase = nomadic_authority_2_pass_phrase
confirmation_title = nomadic_authority_2_pass_phrase
confirmation_button_text = nomadic_authority_confirmation_button_text
modifier = {
belligerent_opinion = 10
glory_hound_opinion = 10
max_migration_distance_mult = 0.25
domain_limit_min = 1
domain_limit_max = 1
vassal_limit_min = 1
vassal_limit_max = 2 # 3
}
flag = can_change_succession_laws
flag = imprisonment_toggle_on
flag = title_revocation_allowed
flag = migration_to_duchies
flag = access_to_nomadic_county_conquest
flag = unlock_maa_nomad_lancers
can_keep = {
realm_law_use_nomadic_authority = yes
}
can_pass = {
custom_tooltip = {
text = "nomadic_authority_2_level_requirement"
OR = {
has_realm_law = nomadic_authority_1
has_realm_law = nomadic_authority_3
}
}
custom_description = {
subject = root
text = "has_nomadic_authority_cooldown"
NAND = {
has_variable = nomadic_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
domicile.herd >= nomadic_authority_level_2_requirement
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_3
}
}
add = increase_nomadic_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = nomadic_authority_cooldown
years = @nomadic_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = nomadic_authority_1 }
value = 1
}
}
}
nomadic_authority_3 = {
pass_phrase = nomadic_authority_3_pass_phrase
confirmation_title = nomadic_authority_3_pass_phrase
confirmation_button_text = nomadic_authority_confirmation_button_text
modifier = {
belligerent_opinion = 10
glory_hound_opinion = 10
max_migration_distance_mult = 0.5
domain_limit_min = 2
domain_limit_max = 3
vassal_limit_min = 8
vassal_limit_max = 12 # 15
}
flag = vassal_retraction_allowed
flag = diarchs_want_to_subsidise_without_this_flag
flag = migration_to_kingdoms
flag = access_to_nomadic_duchy_conquest
can_keep = {
realm_law_use_nomadic_authority = yes
NOT = {
is_confederation_member = yes
}
}
can_pass = {
custom_tooltip = {
text = "nomadic_authority_3_level_requirement"
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_4
}
}
custom_description = {
subject = root
text = "has_nomadic_authority_cooldown"
NAND = {
has_variable = nomadic_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
domicile.herd >= nomadic_authority_level_3_requirement
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
}
}
add = increase_nomadic_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = nomadic_authority_cooldown
years = @nomadic_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = nomadic_authority_2 }
value = 1
}
}
}
nomadic_authority_4 = {
pass_phrase = nomadic_authority_4_pass_phrase
confirmation_title = nomadic_authority_4_pass_phrase
confirmation_button_text = nomadic_authority_confirmation_button_text
modifier = {
belligerent_opinion = 20
glory_hound_opinion = 10
max_migration_distance_mult = 1
domain_limit_min = 2
vassal_limit_min = 5
vassal_limit_max = 15
}
flag = migration_to_empires
#Settling is disabled unless you have this law. Script is in the decisions, currently in 80_major_decisions.
#Reforming pagan religions (but not creating other faiths) is disabled unless you have this law. Script is in the reformation prereqs, currently in 00_rules.
can_keep = {
realm_law_use_nomadic_authority = yes
NOT = {
is_confederation_member = yes
}
}
can_pass = {
custom_tooltip = {
text = "nomadic_authority_4_level_requirement"
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_5
}
}
custom_description = {
subject = root
text = "has_nomadic_authority_cooldown"
NAND = {
has_variable = nomadic_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
domicile.herd >= nomadic_authority_level_4_requirement
}
pass_cost = {
prestige = {
if = {
limit = {
NOR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
add = increase_nomadic_authority_prestige_cost
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = nomadic_authority_cooldown
years = @nomadic_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
}
ai_will_do = {
if = {
limit = { has_realm_law = nomadic_authority_3 }
value = 1
}
}
}
nomadic_authority_5 = {
pass_phrase = nomadic_authority_5_pass_phrase
confirmation_title = nomadic_authority_5_pass_phrase
confirmation_button_text = nomadic_authority_confirmation_button_text
modifier = {
belligerent_opinion = 25
glory_hound_opinion = 15
max_migration_distance_mult = 10
max_migration_distance_mult = 2
vassal_limit_min = 985
vassal_limit_max = 970
}
flag = max_authority_level
#Settling is disabled unless you have this law. Script is in the decisions, currently in 80_major_decisions.
#Reforming pagan religions (but not creating other faiths) is disabled unless you have this law. Script is in the reformation prereqs, currently in 00_rules.
can_keep = {
realm_law_use_nomadic_authority = yes
NOT = {
is_confederation_member = yes
}
}
can_pass = {
has_realm_law = nomadic_authority_4
trigger_if = {
limit = {
any_character_situation = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
}
}
custom_description = {
text = nomadic_authority_5_gurkhan
any_character_situation = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
participant_group_has_character = root
}
situation_top_herd ?= root
}
}
}
custom_description = {
subject = root
text = "has_nomadic_authority_cooldown"
NAND = {
has_variable = nomadic_authority_cooldown
NOT = {
culture = { has_innovation = innovation_all_things }
}
}
}
domicile.herd >= nomadic_authority_level_5_requirement
}
pass_cost = {
prestige = {
if = {
limit = {
NOT = {
has_realm_law = nomadic_authority_5
}
}
add = increase_nomadic_authority_prestige_cost
multiply = 2
}
}
}
on_pass = {
# Increment cooldown breaker tally, if appropriate.
calculate_authority_cooldown_break_effect = yes
# Set regular cooldown.
set_variable = {
name = nomadic_authority_cooldown
years = @nomadic_authority_cooldown_years
}
# Remove modifiers.
remove_law_related_modifiers_effect = yes
play_sound_effect = "event:/DLC/CE2/UI/Notifications/ce2_ui_notifications_nomadicAuthority_wolf"
}
ai_will_do = {
if = {
limit = { has_realm_law = nomadic_authority_4 }
value = 1
}
}
}
}