N3OW/common/laws/00_succession_laws.txt

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Text

succession_order_laws = {
flag = succession_order_laws
confederate_partition_succession_law = {
can_keep = {
always = yes
}
can_pass = {
can_change_partition_succession_law_trigger = yes
}
can_have = {
can_have_confederate_partition_succession_law_trigger = yes
}
should_start_with = {
NOR = {
historical_succession_access_single_heir_succession_law_trigger = yes
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
historical_succession_access_single_heir_dynasty_house_trigger = yes
}
OR = {
AND = {
government_has_flag = government_is_feudal
culture = {
NOR = {
has_innovation = innovation_hereditary_rule
has_innovation = innovation_heraldry
}
}
}
government_has_flag = government_is_tribal
}
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
create_primary_tier_titles = yes
}
flag = partition_succession_law
modifier = {
glory_hound_opinion = 10
parochial_opinion = 5
dynasty_house_opinion = 5
eligible_child_opinion = 10
}
pass_cost = {
prestige = change_succession_law_prestige_cost
}
potential = {
NOT = { government_has_flag = government_is_clan }
NOT = { government_has_flag = government_is_administrative }
}
}
partition_succession_law = {
can_keep = {
can_keep_partition_succession_law_trigger = yes
}
can_pass = {
can_change_partition_succession_law_trigger = yes
}
can_have = {
can_have_partition_succession_law_trigger = yes
}
should_start_with = {
NOR = {
historical_succession_access_single_heir_succession_law_trigger = yes
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
historical_succession_access_single_heir_dynasty_house_trigger = yes
}
government_has_flag = government_is_feudal
culture = {
has_innovation = innovation_hereditary_rule
NOT = {
has_innovation = innovation_heraldry
}
}
NOT = { has_government = administrative_government }
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
}
flag = partition_succession_law
modifier = {
glory_hound_opinion = 10
parochial_opinion = 5
player_heir_opinion = 10
eligible_child_except_player_heir_opinion = 5
}
pass_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = { has_realm_law = confederate_partition_succession_law }
value = 1
}
}
potential = {
NOT = { government_has_flag = government_is_clan }
NOT = { government_has_flag = government_is_administrative }
}
}
high_partition_succession_law = {
can_keep = {
can_keep_high_partition_succession_law_trigger = yes
}
can_pass = {
can_change_partition_succession_law_trigger = yes
}
can_have = {
can_have_high_partition_succession_law_trigger = yes
}
should_start_with = {
NOR = {
historical_succession_access_single_heir_succession_law_trigger = yes
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
historical_succession_access_single_heir_dynasty_house_trigger = yes
}
government_has_flag = government_is_feudal
culture = {
has_innovation = innovation_heraldry
NOT = {
has_innovation = innovation_hereditary_rule
}
}
NOT = { has_government = administrative_government }
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
primary_heir_minimum_share = 0.5
}
flag = partition_succession_law
modifier = {
glory_hound_opinion = 5
player_heir_opinion = 15
}
pass_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = {
OR = {
has_realm_law = confederate_partition_succession_law
has_realm_law = partition_succession_law
}
}
value = 2
}
}
potential = {
NOT = { government_has_flag = government_is_clan }
NOT = { government_has_flag = government_is_administrative }
}
}
single_heir_succession_law = {
can_keep = {
can_keep_single_heir_succession_law_trigger = yes
# Vassal Contract allows it
custom_description = {
text = succession_laws_must_not_be_forced_partition
NAND = {
is_independent_ruler = no
vassal_contract_has_flag = locked_to_partition
}
}
}
can_have = {
can_have_single_heir_succession_law_trigger = yes
}
can_pass = {
can_change_succession_law_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_clan
}
piety_level >= 3
}
}
should_start_with = {
historical_succession_access_single_heir_succession_law_trigger = yes
NOT = { has_government = administrative_government }
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = single_heir
}
flag = advanced_succession_law
modifier = {
glory_hound_opinion = -10
parochial_opinion = -5
player_heir_opinion = 20
eligible_child_except_player_heir_opinion = -5
}
pass_cost = {
prestige = change_succession_law_prestige_cost
piety = {
value = 0
if = {
limit = {
government_has_flag = government_is_clan
}
add = {
desc = "clan_government_cost_tooltip"
value = 1500
}
}
}
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
value = 3
}
potential = {
NOT = { government_has_flag = government_is_administrative }
}
}
single_heir_succession_law_youngest = {
can_keep = {
can_keep_single_heir_youngest_succession_law_trigger = yes
# Vassal Contract allows it
custom_description = {
text = succession_laws_must_not_be_forced_partition
NAND = {
is_independent_ruler = no
vassal_contract_has_flag = locked_to_partition
}
}
}
can_have = {
can_have_single_heir_youngest_succession_law_trigger = yes
}
can_pass = {
can_change_succession_law_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_clan
}
piety_level >= 3
}
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = youngest
title_division = single_heir
}
flag = advanced_succession_law
modifier = {
glory_hound_opinion = -10
parochial_opinion = -5
player_heir_opinion = 20
eligible_child_except_player_heir_opinion = -5
}
pass_cost = {
prestige = change_succession_law_prestige_cost
piety = {
value = 0
if = {
limit = {
government_has_flag = government_is_clan
}
add = {
desc = "clan_government_cost_tooltip"
value = 1500
}
}
}
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
potential = {
NOT = { government_has_flag = government_is_administrative }
}
}
single_heir_dynasty_house = { # LAST CALL
can_keep = {
can_keep_single_heir_dynasty_house_trigger = yes
# Vassal Contract allows it
custom_description = {
text = succession_laws_must_not_be_forced_partition
NAND = {
is_independent_ruler = no
vassal_contract_has_flag = locked_to_partition
}
}
}
can_have = {
can_have_single_heir_dynasty_house_trigger = yes
}
can_pass = {
can_change_single_heir_dynasty_house_succession_law_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_clan
}
piety_level >= 3
}
}
should_start_with = {
historical_succession_access_single_heir_dynasty_house_trigger = yes
NOT = { has_government = administrative_government }
}
succession = {
order_of_succession = inheritance
traversal_order = dynasty_house
rank = oldest
title_division = single_heir
}
flag = advanced_succession_law
modifier = {
glory_hound_opinion = -5
eligible_child_except_player_heir_opinion = -15
dynasty_house_opinion = 5
}
pass_cost = {
prestige = change_succession_law_prestige_cost
piety = {
value = 0
if = {
limit = {
government_has_flag = government_is_clan
}
add = {
desc = "clan_government_cost_tooltip"
value = 1500
}
}
}
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = {
primary_title.tier > tier_county
OR = {
#West Slavic
culture = { has_cultural_pillar = heritage_west_slavic }
}
}
value = 2
}
}
potential = {
NOT = { government_has_flag = government_is_administrative }
}
}
acclamation_succession_law = {
can_keep = {
can_keep_acclamation_succession_law_trigger = yes
}
can_pass = {
can_change_acclamation_succession_law_trigger = yes
}
can_have = {
can_have_acclamation_succession_law_trigger = yes
}
should_start_with = {
has_ep3_dlc_trigger = yes
has_title = title:e_britannia
has_government = administrative_government
}
succession = {
order_of_succession = appointment
appointment_type = admin_emperor
}
flag = advanced_succession_law
flag = can_designate_heirs
pass_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = { has_realm_law = confederate_partition_succession_law }
value = 1
}
}
potential = {
has_government = administrative_government
}
}
appointment_succession_law = {
can_keep = {
has_government = administrative_government
is_independent_ruler = no
# Vassal Contract allows it
custom_description = {
text = succession_laws_must_not_be_forced_partition
NAND = {
is_independent_ruler = no
vassal_contract_has_flag = locked_to_partition
}
}
}
can_have = {
#can_have_single_heir_succession_law_trigger = yes
has_government = administrative_government
is_independent_ruler = no
}
can_pass = {
can_change_succession_law_trigger = yes
has_government = administrative_government
is_independent_ruler = no
}
should_start_with = {
has_government = administrative_government
is_independent_ruler = no
}
succession = {
order_of_succession = appointment
appointment_type = admin_governor
}
flag = advanced_succession_law
modifier = {
glory_hound_opinion = -10
parochial_opinion = -5
player_heir_opinion = 20
eligible_child_except_player_heir_opinion = -5
}
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = {
OR = {
has_realm_law = confederate_partition_succession_law
has_realm_law = partition_succession_law
has_realm_law = high_partition_succession_law
}
}
value = 3
}
}
potential = {
has_government = administrative_government
}
}
landless_adventurer_succession_law = {
can_keep = {
government_has_flag = government_is_landless_adventurer
}
can_have = {
government_has_flag = government_is_landless_adventurer
}
can_pass = {
government_has_flag = government_is_landless_adventurer
}
should_start_with = {
government_has_flag = government_is_landless_adventurer
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_remove_from_title = {
always = no
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = single_heir
exclude_rulers = yes
limit_to_courtiers = yes
}
flag = can_designate_heirs
potential = {
government_has_flag = government_is_landless_adventurer
}
}
bishop_theocratic_succession_law = {
can_keep = {
can_have_bishop_theocratic_succession_law_trigger = yes # same as can_have
}
can_have = {
can_have_bishop_theocratic_succession_law_trigger = yes
}
should_start_with = {
always = yes
}
succession = {
order_of_succession = theocratic
faith = same_faith
pool_character_config = pool_theocratic_succession
}
potential = {
can_have_bishop_theocratic_succession_law_trigger = yes
}
}
holy_order_succession_law = {
can_keep = {
can_have_holy_order_succession_law_trigger = yes # same as can_have
}
can_have = {
can_have_holy_order_succession_law_trigger = yes
}
should_start_with = {
government_has_flag = government_is_holy_order
}
succession = {
order_of_succession = theocratic
faith = same_faith
pool_character_config = pool_holy_order_succession
}
potential = {
can_have_holy_order_succession_law_trigger = yes
}
}
mercenary_company_succession_law = {
can_keep = {
can_have_mercenary_succession_law_trigger = yes
}
can_have = {
can_have_mercenary_succession_law_trigger = yes
}
should_start_with = {
government_has_flag = government_is_mercenary
}
succession = {
order_of_succession = company
pool_character_config = pool_mercenary_succession
}
potential = {
can_have_mercenary_succession_law_trigger = yes
}
}
city_succession_law = {
can_keep = {
can_have_city_succession_law_trigger = yes
}
can_have = {
can_have_city_succession_law_trigger = yes
}
should_start_with = {
government_has_flag = government_is_republic
}
succession = {
order_of_succession = generate
pool_character_config = pool_city_succession
}
potential = {
can_have_city_succession_law_trigger = yes
}
}
clan_antagonistic_partition_succession_law = {
can_keep = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = antagonistic
}
}
can_pass = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = antagonistic
}
}
can_have = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = antagonistic
}
}
should_start_with = {
government_has_flag = government_is_clan
house ?= { has_house_unity_stage = antagonistic }
}
potential = {
government_has_flag = government_is_clan
}
requires_approve = {
NOT = {
government_has_flag = government_is_clan
}
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
}
flag = same_house_vassals_gain_claim_on_primary_title
flag = house_unity_stage_antagonistic
modifier = {
dynasty_house_opinion = -10
glory_hound_opinion = 15
zealot_opinion = 10
player_heir_opinion = 10
eligible_child_except_player_heir_opinion = 5
}
widget_name = "widget_clan_law"
}
clan_competitive_partition_succession_law = {
can_keep = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = competitive
}
}
can_pass = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = competitive
}
}
can_have = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = competitive
}
}
should_start_with = {
government_has_flag = government_is_clan
house ?= { has_house_unity_stage = competitive }
}
potential = {
government_has_flag = government_is_clan
}
requires_approve = {
NOT = {
government_has_flag = government_is_clan
}
}
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
}
flag = same_house_vassals_gain_claim_on_primary_title
flag = house_unity_stage_competitive
modifier = {
glory_hound_opinion = 10
zealot_opinion = 5
player_heir_opinion = 10
eligible_child_except_player_heir_opinion = 5
}
widget_name = "widget_clan_law"
}
clan_impassive_partition_succession_law = {
can_keep = {
government_has_flag = government_is_clan
house ?= {
OR = {
has_house_unity_stage = impassive
# In case the house is fully unlanded
has_house_unity = no
}
}
}
can_pass = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = impassive
}
}
can_have = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = impassive
}
}
should_start_with = {
government_has_flag = government_is_clan
house ?= {
OR = {
has_house_unity_stage = impassive
# In case the house is fully unlanded
has_house_unity = no
}
}
}
potential = {
government_has_flag = government_is_clan
}
requires_approve = {
NOT = {
government_has_flag = government_is_clan
}
}
flag = house_unity_stage_impassive
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
primary_heir_minimum_share = 0.25
}
modifier = {
glory_hound_opinion = 5
parochial_opinion = 5
player_heir_opinion = 15
}
widget_name = "widget_clan_law"
}
clan_friendly_partition_succession_law = {
can_keep = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = friendly
}
}
can_pass = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = friendly
}
}
can_have = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = friendly
}
}
should_start_with = {
government_has_flag = government_is_clan
house ?= { has_house_unity_stage = friendly }
}
potential = {
government_has_flag = government_is_clan
}
requires_approve = {
NOT = {
government_has_flag = government_is_clan
}
}
flag = house_unity_stage_friendly
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
primary_heir_minimum_share = 0.5
}
modifier = {
parochial_opinion = 10
courtly_opinion = 5
player_heir_opinion = 25
}
widget_name = "widget_clan_law"
}
clan_harmonious_partition_succession_law = {
can_keep = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = harmonious
}
}
can_pass = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = harmonious
}
}
can_have = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = harmonious
}
}
should_start_with = {
government_has_flag = government_is_clan
house ?= {
has_house_unity_stage = harmonious
}
}
potential = {
government_has_flag = government_is_clan
}
requires_approve = {
NOT = {
government_has_flag = government_is_clan
}
}
flag = house_unity_stage_harmonious
succession = {
order_of_succession = inheritance
traversal_order = children
rank = oldest
title_division = partition
primary_heir_minimum_share = 0.75
}
modifier = {
parochial_opinion = 15
courtly_opinion = 10
player_heir_opinion = 40
}
widget_name = "widget_clan_law"
}
}
succession_gender_laws = {
default = male_preference_law
flag = succession_gender_laws
male_only_law = {
can_title_have = {
can_title_have_law_general_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_keep = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = male_only_law }
}
trigger_else = {
custom_tooltip = {
text = culture_not_female_only_tt
OR = {
faith = { has_doctrine = doctrine_gender_male_dominated }
NOT = {
culture = { has_cultural_parameter = female_only_inheritance }
}
}
}
}
}
can_pass = {
can_change_succession_law_trigger = yes
}
should_start_with = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = male_only_law }
}
trigger_else = {
faith = {
has_doctrine = doctrine_gender_male_dominated
religion_tag = islam_religion
}
}
}
succession = {
gender_law = male_only
}
flag = men_can_have_multiple_spouses
flag = men_can_have_consorts
flag = no_female_commanders
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
}
male_preference_law = {
can_title_have = {
can_title_have_law_general_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_keep = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = male_preference_law }
}
trigger_else = {
custom_description = {
text = change_law_male_preference_faith_requirement
faith = {
NOT = { has_doctrine = doctrine_gender_female_dominated }
}
}
custom_tooltip = {
text = culture_not_female_only_tt
OR = {
faith = { has_doctrine = doctrine_gender_male_dominated }
NOT = {
culture = { has_cultural_parameter = female_only_inheritance }
}
}
}
}
}
can_pass = {
can_change_succession_law_trigger = yes
}
should_start_with = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = male_preference_law }
}
trigger_else = {
NOT = {
culture = { has_cultural_parameter = female_preference_inheritance }
}
OR = {
faith = {
NOT = {
religion_tag = islam_religion
}
has_doctrine = doctrine_gender_male_dominated
}
has_realm_law = male_only_law # For when male_only_law ceases to be a legal option
}
}
}
succession = {
gender_law = male_preference
}
flag = men_can_have_multiple_spouses
flag = men_can_have_consorts
flag = no_female_commanders
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
}
equal_law = {
can_title_have = {
can_title_have_law_general_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_keep = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = equal_law }
}
trigger_else = {
custom_tooltip = {
text = equal_law_culture_faith_or_innovation_trigger
OR = {
culture = { has_cultural_parameter = gender_equal_inheritance }
#culture = { has_innovation = innovation_visigothic_codes }
faith = { has_doctrine = doctrine_gender_equal }
AND = { #Culture is female dominated but religion is male dominated
faith = { has_doctrine = doctrine_gender_male_dominated }
culture = { has_cultural_parameter = female_only_inheritance }
}
AND = { #Culture is male dominated but faith is female dominated
faith = { has_doctrine = doctrine_gender_female_dominated }
NOT = { culture = { has_cultural_parameter = female_only_inheritance } }
}
primary_title.var:can_keep_realm_law ?= flag:equal_law
}
}
}
}
can_pass = {
#can_change_to_equal_succession_law_trigger = yes
can_change_succession_law_trigger = yes
}
should_start_with = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = equal_law }
}
trigger_else = {
NOR = {
culture = { has_cultural_parameter = female_preference_inheritance }
culture = { has_cultural_tradition = tradition_nubian_warrior_queens }
}
faith = {
has_doctrine = doctrine_gender_equal
}
NOT = { has_realm_law = female_only_law } # For when female_only_law ceases to be valid
}
}
succession = {
gender_law = equal
}
flag = men_can_have_multiple_spouses
flag = men_can_have_consorts
flag = women_can_have_multiple_spouses
flag = women_can_have_consorts
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
ai_will_do = {
if = {
limit = {
primary_title.tier > tier_county
faith = {
NOT = {
has_dominant_ruling_gender = prev
}
}
}
value = 2
}
}
}
female_preference_law = {
can_title_have = {
can_title_have_law_general_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_keep = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = female_preference_law }
}
trigger_else = {
custom_tooltip = {
text = female_preference_law_faith_or_culture_trigger
OR = {
faith = {
NOT = { has_doctrine = doctrine_gender_male_dominated }
}
culture = { has_cultural_parameter = female_preference_inheritance }
}
}
}
}
should_start_with = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = female_preference_law }
}
trigger_else = {
OR = {
culture = { has_cultural_parameter = female_preference_inheritance }
faith = {
has_doctrine = doctrine_gender_female_dominated
}
has_realm_law = female_only_law # For when male_only_law ceases to be a legal option
}
}
}
can_pass = {
can_change_succession_law_trigger = yes
}
succession = {
gender_law = female_preference
}
flag = women_can_have_multiple_spouses
flag = women_can_have_consorts
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
}
female_only_law = {
can_title_have = {
can_title_have_law_general_trigger = yes
}
should_show_for_title = { # Never show this in the UI, just apply it through script
always = no
}
can_keep = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = female_only_law }
}
trigger_else = {
custom_tooltip = {
text = female_only_law_faith_or_culture_trigger
OR = {
faith = { has_doctrine = doctrine_gender_female_dominated }
culture = { has_cultural_parameter = female_only_inheritance }
}
}
}
}
can_pass = {
can_change_succession_law_trigger = yes
}
succession = {
gender_law = female_only
}
flag = women_can_have_multiple_spouses
flag = women_can_have_consorts
pass_cost = {
prestige = change_succession_law_prestige_cost
}
revoke_cost = {
prestige = change_succession_law_prestige_cost
}
should_start_with = {
trigger_if = {
limit = {
is_independent_ruler = no
has_government = administrative_government
}
top_liege = { has_realm_law = female_only_law }
}
trigger_else = {
culture = { has_cultural_parameter = female_only_inheritance }
}
}
}
}
succession_faith = {
same_faith_only_law = {
can_keep = {
should_have_same_faith_succession_trigger = yes
}
can_pass = {
should_have_same_faith_succession_trigger = yes
}
should_start_with = {
should_have_same_faith_succession_trigger = yes
}
succession = {
faith = same_faith
}
}
}
succession_rel_head = {
same_faith_theocratic_succession_law = {
can_keep = {
faith = {
religious_head = root
has_doctrine = doctrine_spiritual_head
}
}
succession = {
order_of_succession = theocratic
faith = same_faith
pool_character_config = pool_theocratic_succession
}
}
same_faith_succession_law = {
shown_in_encyclopedia = no
can_keep = {
faith = {
religious_head = root
has_doctrine = doctrine_temporal_head
}
}
succession = {
faith = same_faith
}
}
}