Minority Community First Draft
This commit is contained in:
parent
51cd212fdd
commit
bbd44e2a61
29 changed files with 37281 additions and 184 deletions
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@ -888,6 +888,26 @@ GetGovernmentIcon = {
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}
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localization_key = adventurer_icon_concept
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}
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text = { # Republic
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trigger = {
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trigger_if = {
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limit = {
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is_alive = no
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}
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has_government = landless_minority_government
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}
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trigger_else = {
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trigger_if = {
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limit = { is_ruler = yes }
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government_has_flag = government_is_landless_minority
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}
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trigger_else = {
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liege ?= { government_has_flag = government_is_landless_minority }
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}
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}
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}
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localization_key = minority_community_icon_concept
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}
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text = { # Nomad
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trigger = {
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trigger_if = {
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2039
common/customizable_localization/tgp_custom_loc.txt
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2039
common/customizable_localization/tgp_custom_loc.txt
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Load diff
File diff suppressed because it is too large
Load diff
413
common/domiciles/buildings/NEOW_minority_community_buildings.txt
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413
common/domiciles/buildings/NEOW_minority_community_buildings.txt
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@ -0,0 +1,413 @@
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minority_community_main_01 = {
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slot_type = main
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internal_slots = 2
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construction_time = 730
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allowed_domicile_types = { minority_community }
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cost = {
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gold = estate_external_building_high_cost_tier_2_value
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.25
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domicile_monthly_influence_add = 1
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domicile_external_slots_capacity_add = 2
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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minority_community_main_02 = {
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slot_type = main
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internal_slots = 4
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construction_time = 730
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allowed_domicile_types = { minority_community }
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previous_building = minority_community_main_01
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can_construct = {
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culture ?= { has_innovation = innovation_city_planning }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_3_value
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}
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parameters = {
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_1 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.25
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domicile_monthly_influence_add = 0.5
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domicile_external_slots_capacity_add = 1
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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minority_community_main_03 = {
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slot_type = main
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internal_slots = 6
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construction_time = 730
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allowed_domicile_types = { minority_community }
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previous_building = minority_community_main_02
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can_construct = {
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culture ?= { has_innovation = innovation_manorialism }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_4_value
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}
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parameters = {
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_2 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.5
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domicile_monthly_gold_mult = 0.02
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domicile_monthly_influence_add = 0.5
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domicile_external_slots_capacity_add = 1
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_mansion_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_mansion_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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minority_community_main_04 = {
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slot_type = main
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internal_slots = 8
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construction_time = 730
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allowed_domicile_types = { minority_community }
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previous_building = minority_community_main_03
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can_construct = {
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culture ?= { has_innovation = innovation_development_03 }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_5_value
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}
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parameters = {
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_3 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.5
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domicile_monthly_gold_mult = 0.03
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domicile_monthly_influence_add = 0.5
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domicile_external_slots_capacity_add = 1
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_estate_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_estate_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_western_culture_group_trigger = yes
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has_graphical_norse_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_estate_western.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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}
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minority_community_main_05 = {
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slot_type = main
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internal_slots = 10
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construction_time = 730
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allowed_domicile_types = { minority_community }
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previous_building = minority_community_main_04
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can_construct = {
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culture ?= { has_innovation = innovation_cranes }
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}
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cost = {
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gold = estate_external_building_high_cost_tier_6_value
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}
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parameters = {
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reduce_success_of_raid_estate = yes
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estate_increase_house_member_investment_cap_4 = yes
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}
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character_modifier = {
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domicile_monthly_gold_add = 0.75
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domicile_monthly_gold_mult = 0.05
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domicile_monthly_influence_add = 0.5
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domicile_external_slots_capacity_add = 1
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}
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ai_value = {
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value = 100
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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has_graphical_east_asia_culture_group_trigger = yes
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_chinese_mask.png"
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soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_chinese_main_building"
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}
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asset = {
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trigger = {
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domicile_location.culture = {
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OR = {
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has_graphical_iranian_culture_group_trigger = yes
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has_graphical_mena_culture_group_trigger = yes
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has_graphical_steppe_culture_group_trigger = yes
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has_graphical_african_culture_group_trigger = yes
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has_graphical_india_culture_group_trigger = yes
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has_graphical_iberian_culture_group_trigger = yes
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}
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}
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}
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icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
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texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena.dds"
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intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png"
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soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
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}
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asset = {
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trigger = {
|
||||
domicile_location.culture = {
|
||||
OR = {
|
||||
has_graphical_western_culture_group_trigger = yes
|
||||
has_graphical_norse_culture_group_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
|
||||
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
|
||||
}
|
||||
|
||||
asset = {
|
||||
icon = "gfx/interface/icons/domicile_building/minority_community_main.dds"
|
||||
texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine.dds"
|
||||
intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png"
|
||||
soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
|
||||
}
|
||||
}
|
||||
1065
common/domiciles/types/NEOW_domicile_types.txt
Normal file
1065
common/domiciles/types/NEOW_domicile_types.txt
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -27,6 +27,10 @@ belpois_dynasty = {
|
|||
culture = bourguignon
|
||||
}
|
||||
|
||||
kohn_dynasty = {
|
||||
name = dynn_britannia_kohn
|
||||
culture = ashkenazi
|
||||
}
|
||||
giry_dynasty = {
|
||||
name = dynn_giry
|
||||
culture = bourguignon
|
||||
|
|
|
|||
|
|
@ -504,6 +504,12 @@ duchy_landless_adventurer_camp = {
|
|||
governments = { landless_adventurer_government }
|
||||
}
|
||||
|
||||
duchy_landless_minority_community = {
|
||||
type = title
|
||||
tier = duchy
|
||||
priority = 30
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
### Devaraja ###
|
||||
devaraja = {
|
||||
type = character
|
||||
|
|
|
|||
|
|
@ -10357,6 +10357,52 @@ hegemony_feudal_mongolic = {
|
|||
}
|
||||
|
||||
### LANDLESS ADVENTURERS
|
||||
duke_landless_minority_community_male_minority_community = {
|
||||
type = character
|
||||
gender = male
|
||||
special = holder
|
||||
tier = duchy
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
spouse_takes_title = no
|
||||
}
|
||||
}
|
||||
|
||||
duke_landless_minority_community_female_minority_community = {
|
||||
type = character
|
||||
gender = female
|
||||
special = holder
|
||||
tier = duchy
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
spouse_takes_title = no
|
||||
}
|
||||
}
|
||||
|
||||
spouse_landless_minority_community_male = {
|
||||
type = character
|
||||
gender = male
|
||||
special = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
|
||||
spouse_landless_minority_community_holder_female = {
|
||||
type = character
|
||||
gender = female
|
||||
special = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 25
|
||||
governments = { landless_minority_government }
|
||||
}
|
||||
|
||||
duke_landless_adventurer_male_camp = {
|
||||
type = character
|
||||
gender = male
|
||||
|
|
|
|||
|
|
@ -19,3 +19,13 @@ domicile_estate = {
|
|||
top_liege = no
|
||||
}
|
||||
}
|
||||
domicile_minority_community = {
|
||||
type = domicile
|
||||
domicile_type = minority_community
|
||||
priority = 26
|
||||
governments = { landless_minority_government }
|
||||
|
||||
flavourization_rules = {
|
||||
top_liege = no
|
||||
}
|
||||
}
|
||||
|
|
@ -11,4 +11,19 @@ airship = {
|
|||
}
|
||||
chemical_weapons = {
|
||||
texture = "gfx/interface/icons/regimenttypes/chemical_weapons.dds"
|
||||
}
|
||||
|
||||
minority_community = {
|
||||
parent = domicile
|
||||
}
|
||||
|
||||
minority_government = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
parent = government
|
||||
alias = { minority_government minority_community_i }
|
||||
}
|
||||
minority_community_building = {
|
||||
texture = "gfx/interface/icons/message_feed/building.dds"
|
||||
alias = { minority_community_buildings minority_community_building }
|
||||
parent = domicile_building
|
||||
}
|
||||
|
|
@ -6,7 +6,7 @@ feudal_government = {
|
|||
government_rules = {
|
||||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
dynasty_named_realms = yes
|
||||
dynasty_named_realms = no
|
||||
legitimacy = yes
|
||||
}
|
||||
|
||||
|
|
@ -121,7 +121,7 @@ clan_government = {
|
|||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
legitimacy = yes
|
||||
dynasty_named_realms = yes
|
||||
dynasty_named_realms = no
|
||||
always_use_patronym = yes
|
||||
}
|
||||
|
||||
|
|
@ -543,6 +543,72 @@ landless_adventurer_government = {
|
|||
realm_mask_scale = { 1 1 }
|
||||
}
|
||||
|
||||
landless_minority_government = {
|
||||
government_rules = {
|
||||
create_cadet_branches = yes
|
||||
court_generate_spouses = yes
|
||||
council = yes
|
||||
always_use_patronym = yes
|
||||
regiments_prestige_as_gold = yes
|
||||
create_cadet_branches = yes
|
||||
rulers_should_have_dynasty = yes
|
||||
landless_playable = yes
|
||||
use_title_tier_modifiers = no
|
||||
mercenary = yes
|
||||
allow_out_of_realm_inheritance = yes
|
||||
use_as_base_on_landed = yes
|
||||
use_maa_maintenance = no
|
||||
}
|
||||
|
||||
domicile_type = minority_community
|
||||
court_generate_commanders = yes
|
||||
|
||||
can_get_government = {
|
||||
any_held_title = {
|
||||
title_tier = duchy
|
||||
is_landless_type_title = yes
|
||||
}
|
||||
}
|
||||
primary_heritages = {
|
||||
heritage_israelite
|
||||
}
|
||||
preferred_religions = {
|
||||
judaism_religion
|
||||
}
|
||||
valid_holdings = { tribal_holding church_holding castle_holding city_holding temple_citadel_holding }
|
||||
|
||||
character_modifier = {
|
||||
active_accolades = -100
|
||||
knight_limit = 2
|
||||
character_travel_speed = 20
|
||||
siege_weapon_siege_value_mult = -0.5
|
||||
mercenary_hire_cost_mult = 1
|
||||
short_reign_duration_mult = -5
|
||||
long_reign_bonus_mult = -1
|
||||
domicile_travel_speed = -0.75
|
||||
monthly_wanderer_lifestyle_xp_gain_mult = 0.15
|
||||
}
|
||||
|
||||
ai = {
|
||||
use_goals = yes
|
||||
use_scripted_guis = no
|
||||
perform_religious_reformation = yes
|
||||
use_legends = yes
|
||||
}
|
||||
|
||||
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
|
||||
flags = {
|
||||
cannot_be_vassal_or_liege
|
||||
government_is_landless_minority
|
||||
has_unique_government_perks
|
||||
}
|
||||
|
||||
mechanic_type = landless_adventurer
|
||||
|
||||
color = hsv{ 0.00 0.00 0.90 }
|
||||
realm_mask_offset = { 0.0 0.0 }
|
||||
realm_mask_scale = { 1 1 }
|
||||
}
|
||||
### Brief: nomad_government
|
||||
# Default nomad government, used for the Steppe Region
|
||||
#
|
||||
|
|
|
|||
|
|
@ -15,6 +15,20 @@ d_laamp_zolt = {
|
|||
ai_primary_priority = { add = @never_primary_score }
|
||||
}
|
||||
|
||||
d_laamp_test_jewish = {
|
||||
color = { 100 100 100 }
|
||||
capital = c_london
|
||||
|
||||
definite_form = yes
|
||||
landless = yes
|
||||
ruler_uses_title_name = no
|
||||
always_follows_primary_heir = yes
|
||||
no_automatic_claims = yes
|
||||
noble_family = yes
|
||||
destroy_if_invalid_heir = yes
|
||||
|
||||
ai_primary_priority = { add = @never_primary_score }
|
||||
}
|
||||
d_laamp_bookwyrm = {
|
||||
color = { 100 100 100 }
|
||||
capital = c_guines
|
||||
|
|
|
|||
2066
common/laws/00_succession_laws.txt
Normal file
2066
common/laws/00_succession_laws.txt
Normal file
File diff suppressed because it is too large
Load diff
4602
common/on_action/title_on_actions.txt
Normal file
4602
common/on_action/title_on_actions.txt
Normal file
File diff suppressed because it is too large
Load diff
2978
common/scripted_effects/00_building_effects.txt
Normal file
2978
common/scripted_effects/00_building_effects.txt
Normal file
File diff suppressed because it is too large
Load diff
13465
common/scripted_effects/07_dlc_ep3_scripted_effects.txt
Normal file
13465
common/scripted_effects/07_dlc_ep3_scripted_effects.txt
Normal file
File diff suppressed because it is too large
Load diff
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
934
common/scripted_triggers/00_available_for_events_triggers.txt
Normal file
|
|
@ -0,0 +1,934 @@
|
|||
###TRIGGER LIST
|
||||
#has_contagious_deadly_disease_trigger
|
||||
#is_healthy
|
||||
#is_available
|
||||
#is_available_ai
|
||||
#is_available_adult
|
||||
#is_available_healthy_adult
|
||||
#is_available_ai_adult
|
||||
#is_available_healthy_ai_adult
|
||||
#is_capable_adult
|
||||
#is_capable_adult_ai
|
||||
#liege_is_boss_trigger
|
||||
#can_select_lifestyle_focus
|
||||
#can_marry
|
||||
#can_become_concubine
|
||||
|
||||
has_contagious_deadly_disease_trigger = {
|
||||
has_trait_with_flag = contagious_deadly_disease
|
||||
}
|
||||
|
||||
is_healthy = {
|
||||
custom_tooltip = {
|
||||
text = not_poor_health_tt
|
||||
health >= fine_health
|
||||
}
|
||||
NOT = {
|
||||
has_trait_with_flag = is_healthy_trigger_flag
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
basic_is_available_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
}
|
||||
|
||||
is_available_allow_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
in_army = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
# Variable set on Mandala succession
|
||||
custom_tooltip = {
|
||||
text = busy_in_mandala_succession
|
||||
NOT = { has_variable = busy_in_mandala_succession }
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
# Variable set on Mandala succession
|
||||
custom_tooltip = {
|
||||
text = busy_in_mandala_succession
|
||||
NOT = { has_variable = busy_in_mandala_succession }
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
travel = yes
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_travelling_ai_adult = {
|
||||
is_available_quick = {
|
||||
travel = yes
|
||||
adult = yes
|
||||
ai = yes
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
has_variable = gone_adventuring
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able = {
|
||||
is_available_quick = {
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_physically_able_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_child_allow_travel = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
ai = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_child = {
|
||||
is_available_quick = {
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_ai_child = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_healthy_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_healthy = yes
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
is_available_adult_or_is_commanding = {
|
||||
OR = {
|
||||
is_commanding_army = yes
|
||||
is_available_adult = yes
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_adult = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_ai_adult = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
alive = yes
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
travel = no
|
||||
in_army = no
|
||||
at_war = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_available_at_peace_adult_lenient = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
at_war = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
# Meaning you may be at war, but you're still located in your capital.
|
||||
is_available_even_at_war_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
alive = yes
|
||||
travel = no
|
||||
in_army = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
|
||||
has_contagious_deadly_disease_trigger = no
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = {
|
||||
name = homage_liege_scope
|
||||
name = meditation_character_flag
|
||||
name = local_shrine_rite
|
||||
name = petition_liege_character_flag
|
||||
name = holding_court_character_flag
|
||||
}
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = ALREADY_PLANNING_ACTIVITY
|
||||
NOT = { has_character_flag = planning_an_activity }
|
||||
}
|
||||
# Variable set within the adventure inspiration events
|
||||
NOT = { has_variable = gone_adventuring }
|
||||
}
|
||||
|
||||
is_capable_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
is_capable_adult_ai = {
|
||||
is_available_quick = {
|
||||
ai = yes
|
||||
adult = yes
|
||||
incapable = no
|
||||
}
|
||||
}
|
||||
|
||||
can_select_lifestyle_focus = {
|
||||
is_capable_adult = yes
|
||||
is_playable_character = yes
|
||||
}
|
||||
|
||||
is_not_hostile_towards_root = {
|
||||
NOR = {
|
||||
is_a_faction_member = yes
|
||||
any_scheme = {
|
||||
hostile_scheme_trigger = yes
|
||||
scheme_target_character = root
|
||||
}
|
||||
is_at_war_with = root
|
||||
}
|
||||
}
|
||||
|
||||
player_target_available_for_personal_scheme_ongoing_events_trigger = {
|
||||
$TARGET$ = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
is_ai = no
|
||||
$OWNER$ = { is_ruler = no }
|
||||
}
|
||||
is_at_war = no
|
||||
}
|
||||
trigger_else = {
|
||||
always = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
basic_is_valid_for_yearly_events_trigger = {
|
||||
is_playable_character = yes
|
||||
is_available_quick = {
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_valid_for_narrow_yearly_events = {
|
||||
is_available_quick = {
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
|
||||
is_valid_for_narrow_yearly_events_adult = {
|
||||
is_available_quick = {
|
||||
adult = yes
|
||||
at_war = no
|
||||
imprisoned = no
|
||||
incapable = no
|
||||
}
|
||||
is_commanding_army = no
|
||||
is_playable_character = yes
|
||||
OR = {
|
||||
is_travelling = no
|
||||
has_government = landless_adventurer_government
|
||||
}
|
||||
NOR = {
|
||||
has_character_flag = is_in_task_contract_event_chain
|
||||
exists = involved_activity
|
||||
}
|
||||
}
|
||||
|
||||
is_within_diplo_range = {
|
||||
capital_province ?= {
|
||||
save_temporary_scope_as = my_capital
|
||||
$CHARACTER$.capital_province ?= {
|
||||
squared_distance = {
|
||||
target = scope:my_capital
|
||||
value < 200000
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a Nomad
|
||||
is_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_ruler = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landed Nomad
|
||||
is_landed_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_available_quick = {
|
||||
ruler = yes
|
||||
landed = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Checks if a character is a landless nomad with a domicile
|
||||
is_landless_nomad = {
|
||||
government_has_flag = government_is_nomadic
|
||||
is_landed = no
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a landless adventurer
|
||||
is_landless_adventurer = {
|
||||
OR = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
government_has_flag = government_is_landless_minority
|
||||
}
|
||||
}
|
||||
|
||||
# This trigger checks if a character is a governor in an admin realm (implying they are landed)
|
||||
is_governor = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
OR = {
|
||||
highest_held_title_tier >= main_administrative_tier
|
||||
highest_held_title_tier >= min_title_maa_tier
|
||||
}
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
is_governor_or_admin_count = {
|
||||
government_allows = administrative
|
||||
is_landed = yes
|
||||
top_liege != this
|
||||
highest_held_title_tier >= tier_county
|
||||
tgp_is_ceremonial_liege_trigger = no
|
||||
}
|
||||
|
||||
# Checks if a character is a landless house_head within an admin realm
|
||||
is_landless_administrative = {
|
||||
government_allows = administrative
|
||||
is_landed = no
|
||||
is_house_head = yes
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# Checks if a character is a landless house_head within a feudal realm
|
||||
is_landless_soryo = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
is_landed = no
|
||||
is_house_head = yes
|
||||
has_domicile = yes
|
||||
}
|
||||
|
||||
# Checks if a character is either landed or an unlanded house head within an admin realm
|
||||
is_landed_or_landless_administrative = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
is_landless_administrative = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Checks if a character is either landed, a landless house head within an admin realm, a landless nomad, a landless adventurer, a landless soryo, or a minister
|
||||
is_playable_character = {
|
||||
OR = {
|
||||
is_landed = yes
|
||||
is_landless_administrative = yes
|
||||
is_landless_adventurer = yes
|
||||
is_landless_nomad = yes
|
||||
is_landless_soryo = yes
|
||||
tgp_is_any_minister = yes # To keep ministers playable, regardless of having a nobel family title or not
|
||||
}
|
||||
}
|
||||
|
||||
roman_restoration_is_valid_roman_empire_trigger = {
|
||||
is_ai = no
|
||||
is_roman_emperor_trigger = yes
|
||||
OR = {
|
||||
religion = religion:christianity_religion #Either Christian
|
||||
religion = religion:hellenism_religion #Or Hellenic
|
||||
}
|
||||
NOT = { has_ep3_dlc_trigger = yes }
|
||||
}
|
||||
|
||||
is_eunuch_trigger = {
|
||||
OR = {
|
||||
has_trait = eunuch_1
|
||||
has_trait = beardless_eunuch
|
||||
}
|
||||
}
|
||||
511
common/scripted_triggers/00_law_triggers.txt
Normal file
511
common/scripted_triggers/00_law_triggers.txt
Normal file
|
|
@ -0,0 +1,511 @@
|
|||
|
||||
character_gender_can_rule_title_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_male = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = female_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
$GENDER$ = { is_female = yes }
|
||||
exists = $TITLE$
|
||||
$TITLE$ = {
|
||||
NOT = {
|
||||
has_title_law = male_only_law
|
||||
}
|
||||
}
|
||||
}
|
||||
always = yes
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
character_gender_can_inherit_from_trigger = {
|
||||
save_temporary_scope_as = heir
|
||||
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$CHARACTER$ = { exists = primary_title }
|
||||
}
|
||||
$CHARACTER$ = {
|
||||
character_gender_can_rule_title_trigger = {
|
||||
GENDER = scope:heir
|
||||
TITLE = primary_title
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
has_partition_succession_realm_law_trigger = {
|
||||
OR = {
|
||||
has_realm_law = confederate_partition_succession_law
|
||||
has_realm_law = partition_succession_law
|
||||
has_realm_law = high_partition_succession_law
|
||||
has_realm_law = clan_antagonistic_partition_succession_law
|
||||
has_realm_law = clan_competitive_partition_succession_law
|
||||
has_realm_law = clan_impassive_partition_succession_law
|
||||
has_realm_law = clan_friendly_partition_succession_law
|
||||
has_realm_law = clan_harmonious_partition_succession_law
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_crown_authority = {
|
||||
government_has_flag = government_uses_crown_authority
|
||||
}
|
||||
|
||||
realm_law_use_tribal_authority = {
|
||||
government_has_flag = government_is_tribal
|
||||
}
|
||||
|
||||
realm_law_use_camp_purpose = {
|
||||
government_has_flag = government_is_landless_adventurer
|
||||
}
|
||||
|
||||
realm_law_use_imperial_bureaucracy = {
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
government_has_flag = government_is_japan_administrative
|
||||
}
|
||||
}
|
||||
|
||||
realm_law_use_nomadic_authority = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
|
||||
realm_law_use_celestial_bureaucracy = {
|
||||
government_has_flag = government_is_celestial
|
||||
}
|
||||
|
||||
realm_law_is_mandala = {
|
||||
government_has_flag = government_is_mandala
|
||||
}
|
||||
|
||||
realm_law_use_meritocratic_bureaucracy = {
|
||||
OR = {
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
realm_uses_treasury_laws_trigger = {
|
||||
government_allows = treasury
|
||||
}
|
||||
|
||||
realm_law_use_japanese_bureaucracy = {
|
||||
government_is_japanese_trigger = yes
|
||||
}
|
||||
|
||||
can_have_confederate_partition_succession_law_trigger = {
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_tribal
|
||||
government_has_flag = government_is_minority
|
||||
# TGP
|
||||
AND = {
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_realm_has_ceremonial_liege_trigger = yes
|
||||
is_independent_ruler = no
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan }
|
||||
}
|
||||
|
||||
can_have_partition_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_hereditary_rule
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_high_partition_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
|
||||
# Mongol Empires
|
||||
has_title = title:e_mongol_empire
|
||||
has_title = title:e_ilkhanate
|
||||
has_title = title:e_golden_horde
|
||||
has_title = title:e_chagatai
|
||||
has_title = title:e_red_horde
|
||||
has_title = title:e_white_horde
|
||||
has_title = title:e_aarlud_khanate
|
||||
has_title = title:e_togskol_khanate
|
||||
has_title = title:e_baruun_khanate
|
||||
has_title = title:e_great_yuan
|
||||
has_title = title:e_blue_horde
|
||||
has_title = title:e_omnod_dalai_khanate
|
||||
}
|
||||
}
|
||||
NOT = { government_has_flag = government_is_clan}
|
||||
}
|
||||
|
||||
can_have_high_partition_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
culture = { has_cultural_parameter = can_enact_high_partition_succession_law }
|
||||
}
|
||||
}
|
||||
culture = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_succession_law_trigger = yes
|
||||
# Byzantine Empire / Ceremonial Liege
|
||||
historical_succession_access_single_heir_succession_law_trigger = yes
|
||||
has_variable = purge_oath_previous_law # ACH Purge Pretenders Oath
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_succession_law_trigger = {
|
||||
trigger_if = { # Celestial/Meritocratic/Soryo
|
||||
limit = {
|
||||
OR = {
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
custom_tooltip = { # You are independent, have the innovation or are Ceremonial Monarch
|
||||
text = can_have_single_heir_succession_law_trigger_merit_or_japan_tt
|
||||
OR = {
|
||||
is_independent_ruler = yes
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = merit
|
||||
government_has_flag = government_is_japan_feudal
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
# Admin rules
|
||||
trigger_if = {
|
||||
limit = { government_allows = administrative }
|
||||
trigger_if = {
|
||||
limit = { tgp_realm_has_ceremonial_liege_trigger = yes }
|
||||
tgp_has_ceremonial_liege_title_trigger = yes
|
||||
}
|
||||
trigger_else = { is_independent_ruler = yes }
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_youngest_succession_law_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_succession_law_youngest
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_youngest_succession_law_trigger = yes
|
||||
historical_succession_access_single_heir_succession_law_youngest_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_youngest_succession_law_trigger = {
|
||||
culture = {
|
||||
has_innovation = innovation_primogeniture
|
||||
}
|
||||
# Non-tribals only
|
||||
trigger_if = { # We split the tooltip into two, to make sure we don't show admin unless you actually have it
|
||||
limit = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = must_be_feudal_clan_or_admin
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_allows = administrative
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
limit = {
|
||||
government_allows = administrative
|
||||
}
|
||||
is_independent_ruler = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_single_heir_dynasty_house_trigger = {
|
||||
# The 'can_keep' triggers are dependent on actually having the law. If they aren't, the trigger breakdown for the player breaks and shows incomplete information.
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = single_heir_dynasty_house
|
||||
}
|
||||
OR = {
|
||||
can_have_single_heir_dynasty_house_trigger = yes
|
||||
historical_succession_access_single_heir_dynasty_house_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_have_single_heir_dynasty_house_trigger = {
|
||||
exists = house
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
NOT = { has_innovation = innovation_heraldry }
|
||||
}
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
culture = {
|
||||
has_innovation = innovation_heraldry
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = succession_laws_must_have_organised_government_tooltip
|
||||
OR = {
|
||||
government_has_flag = government_is_feudal
|
||||
government_has_flag = government_is_clan
|
||||
government_has_flag = government_is_japan_feudal
|
||||
}
|
||||
}
|
||||
NOT = { government_allows = administrative }
|
||||
}
|
||||
|
||||
can_have_bishop_theocratic_succession_law_trigger = {
|
||||
OR = {
|
||||
is_theocratic_lessee = yes
|
||||
government_has_flag = government_is_theocracy
|
||||
}
|
||||
}
|
||||
|
||||
is_temporal_head_of_faith_trigger = {
|
||||
is_head_of_faith = yes
|
||||
holder.faith = { has_doctrine = doctrine_temporal_head }
|
||||
}
|
||||
|
||||
can_title_have_law_general_trigger = {
|
||||
tier >= tier_duchy
|
||||
is_temporal_head_of_faith_trigger = no
|
||||
}
|
||||
|
||||
can_have_holy_order_succession_law_trigger = {
|
||||
government_has_flag = government_is_holy_order
|
||||
}
|
||||
|
||||
can_have_mercenary_succession_law_trigger = {
|
||||
government_has_flag = government_is_mercenary
|
||||
}
|
||||
|
||||
can_have_city_succession_law_trigger = {
|
||||
government_has_flag = government_is_republic
|
||||
}
|
||||
|
||||
can_have_herder_succession_law_trigger = {
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
|
||||
title_can_reduce_partition_law_trigger = {
|
||||
holder ?= {
|
||||
OR = {
|
||||
has_realm_law = single_heir_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = high_partition_succession_law
|
||||
can_have_high_partition_succession_law_trigger = yes
|
||||
}
|
||||
OR = {
|
||||
has_realm_law = partition_succession_law
|
||||
can_have_confederate_partition_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_pass_law_ca1_trigger = {
|
||||
culture = { has_innovation = innovation_plenary_assemblies }
|
||||
}
|
||||
|
||||
can_pass_law_ca2_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_pass_law_ca3_trigger = {
|
||||
culture = { has_innovation = innovation_royal_prerogative }
|
||||
}
|
||||
|
||||
can_have_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
top_liege = this
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
government_has_flag = government_is_steppe_admin
|
||||
}
|
||||
}
|
||||
|
||||
can_keep_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = acclamation_succession_law
|
||||
}
|
||||
OR = {
|
||||
can_have_acclamation_succession_law_trigger = yes
|
||||
has_title = title:e_byzantium
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_acclamation_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
|
||||
can_have_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
government_allows = administrative
|
||||
NOR = {
|
||||
government_has_flag = government_is_celestial
|
||||
government_has_flag = government_is_japan_administrative
|
||||
government_has_flag = government_is_meritocratic
|
||||
}
|
||||
is_independent_ruler = no
|
||||
}
|
||||
|
||||
can_keep_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
trigger_if = {
|
||||
limit = {
|
||||
has_realm_law = appointment_succession_law
|
||||
}
|
||||
can_have_appointment_succession_law_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_change_appointment_succession_law_trigger = {
|
||||
has_ep3_dlc_trigger = yes
|
||||
}
|
||||
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
176
common/scripted_triggers/00_legal_triggers.txt
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
|
||||
### Legal trigger list
|
||||
|
||||
opposes_succession_law_change_trigger = {
|
||||
is_imprisoned = no
|
||||
opinion = {
|
||||
target = liege
|
||||
value < 0
|
||||
}
|
||||
custom_description = {
|
||||
text = law_change_approval_is_cowed
|
||||
has_dread_level_towards = {
|
||||
target = liege
|
||||
level < 2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_laws_realm_flag_trigger = {
|
||||
trigger_if = {
|
||||
limit = { realm_law_use_tribal_authority = yes }
|
||||
custom_description = {
|
||||
text = "has_tribal_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = { realm_law_use_imperial_bureaucracy = yes }
|
||||
custom_description = {
|
||||
text = has_imperial_bureaucracy_law_allowing_succession_law_change
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
custom_description = {
|
||||
text = "has_crown_law_allowing_succession_law_change"
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_succession_law_trigger = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_single_heir_dynasty_house_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
culture = {
|
||||
OR = {
|
||||
this = culture:czech
|
||||
this = culture:slovien
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:czech
|
||||
}
|
||||
any_parent_culture_or_above = {
|
||||
this = culture:slovien
|
||||
}
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
culture = {
|
||||
has_innovation = innovation_table_of_princes
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_to_equal_succession_law_trigger = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
NOT = { has_realm_law_flag = can_change_succession_laws }
|
||||
}
|
||||
OR = {
|
||||
culture = { has_cultural_parameter = gender_equal_inheritance }
|
||||
faith = { has_doctrine = doctrine_gender_equal }
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
can_change_succession_laws_realm_flag_trigger = yes
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_change_partition_succession_law_trigger = {
|
||||
custom_description = {
|
||||
text = "has_law_allowing_partition_succession_law_change"
|
||||
OR = {
|
||||
has_realm_law_flag = can_change_partition_succession_laws
|
||||
has_realm_law_flag = can_change_succession_laws
|
||||
}
|
||||
}
|
||||
custom_description = {
|
||||
text = "no_powerful_vassal_with_negative_opinion"
|
||||
NOT = {
|
||||
any_vassal = {
|
||||
is_powerful_vassal = yes
|
||||
opposes_succession_law_change_trigger = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
## Can this character assign a dedicated heir?
|
||||
#
|
||||
# Check if a character can assign some designated heir,
|
||||
# but not if the heir is a valid candidate.
|
||||
#
|
||||
# root: Character that will assign an heir
|
||||
#
|
||||
can_designate_heir_trigger = {
|
||||
trigger_if = {
|
||||
# Admin always has access to this
|
||||
limit = { government_allows = administrative }
|
||||
|
||||
custom_description = {
|
||||
text = "has_admin_allowing_designate_heir"
|
||||
any_held_title = {
|
||||
is_noble_family_title = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else_if = {
|
||||
# Feudal and clan can get this by increasing crown authority
|
||||
limit = { has_realm_law_in_group = crown_authority }
|
||||
|
||||
custom_description = {
|
||||
text = "has_crown_authority_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
# Everyone else also needs a law to gain access to this interaction
|
||||
custom_description = {
|
||||
text = "has_law_allowing_designate_heir"
|
||||
has_realm_law_flag = can_designate_heirs
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
can_change_title_law_trigger = {
|
||||
is_at_war = no
|
||||
}
|
||||
BIN
gfx/interface/icons/domicile_building/minority_community_main.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/domicile_building/minority_community_main.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/flat_icons/minority.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/flat_icons/minority.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/government_types/landless_minority_government.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/government_types/landless_minority_government.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
gfx/interface/icons/map_icons/map_icon_minority.dds
(Stored with Git LFS)
Normal file
BIN
gfx/interface/icons/map_icons/map_icon_minority.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
8575
gui/hud.gui
Normal file
8575
gui/hud.gui
Normal file
File diff suppressed because it is too large
Load diff
|
|
@ -4624,6 +4624,16 @@ texticon = {
|
|||
}
|
||||
}
|
||||
|
||||
texticon = {
|
||||
icon = government_type_landless_minority
|
||||
iconsize = {
|
||||
texture = "gfx/interface/icons/government_types/landless_minority_government.dds"
|
||||
size = { 28 28 }
|
||||
offset = { 0 6 }
|
||||
fontsize = 16
|
||||
}
|
||||
}
|
||||
|
||||
texticon = {
|
||||
icon = government_type_celestial
|
||||
iconsize = {
|
||||
|
|
|
|||
|
|
@ -1192,6 +1192,19 @@ britannia_tabb_ian = {
|
|||
}
|
||||
}
|
||||
|
||||
brit_test_jewish = {
|
||||
name = "Aaron"
|
||||
dynasty = kohn_dynasty
|
||||
religion = "congregationist"
|
||||
culture = ashkenazi
|
||||
trait = education_diplomacy_4
|
||||
2514.8.11 = {
|
||||
birth = yes
|
||||
}
|
||||
2600.1.1 = {
|
||||
death = yes
|
||||
}
|
||||
}
|
||||
britannia_aurelian_ambrose = {
|
||||
name = "Ambrose"
|
||||
dynasty = dynn_britannia_aurelian
|
||||
|
|
|
|||
|
|
@ -12,6 +12,19 @@
|
|||
# }
|
||||
#}
|
||||
|
||||
d_laamp_test_jewish = { # Saltpites
|
||||
2555.1.1 = {
|
||||
liege = 0
|
||||
holder = brit_test_jewish
|
||||
government = landless_minority_government
|
||||
succession_laws = { confederate_partition_succession_law }
|
||||
effect = {
|
||||
create_landless_minority_title_history_effect = yes
|
||||
set_variable = { name = adventurer_creation_reason value = flag:historical }
|
||||
destroy_landless_title_no_dlc_effect = { DATE = 2555.1.1 }
|
||||
}
|
||||
}
|
||||
}
|
||||
d_laamp_zolt = { # Saltpites
|
||||
2555.1.1 = {
|
||||
liege = 0
|
||||
|
|
|
|||
|
|
@ -2746,4 +2746,47 @@
|
|||
building_mount_baekdu_01: "$building_type_mount_baekdu_01$"
|
||||
building_mount_baekdu_01_desc: "$building_type_mount_baekdu_01_desc$"
|
||||
|
||||
|
||||
landless_minority_government: "Minority Community Leader"
|
||||
landless_minority_government_with_icon: "@government_type_landless_minority! $landless_minority_government$"
|
||||
landless_minority_government_adjective: "Minority Community"
|
||||
landless_minority_government_realm: "Minority Community"
|
||||
landless_minority_government_desc: "\n$game_concept_minority_government_desc$"
|
||||
conditional_maa_refill_rule: "only [reinforce_soldiers|E] troops"
|
||||
mercenary_rule: "be hired to serve as [mercenaries|E] by [landed|E] [rulers|E]"
|
||||
adult_rulers_only: "#N May only be ruled by [adults|E]#!"
|
||||
game_concept_minority_government: "Minority Community Leader"
|
||||
game_concept_minority_government_desc: "A $Minority Community Leader$ is an [unlanded|E] [character|E] who leads a [minority_community_i|E]$Minority Community$."
|
||||
game_concept_minority_community: "Minority Community"
|
||||
game_concept_minority_community_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_01_domicile_building: "Minority Community"
|
||||
minority_community_main_01_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_02_domicile_building: "Minority Community"
|
||||
minority_community_main_02_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_03_domicile_building: "Minority Community"
|
||||
minority_community_main_03_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_04_domicile_building: "Minority Community"
|
||||
minority_community_main_04_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
minority_community_main_05_domicile_building: "Minority Community"
|
||||
minority_community_main_05_domicile_building_desc: "A Minority Community is a small culturally distinct portion of the population typically with a local community leader"
|
||||
government_is_landless_minority: "Has access to a [minority_community_i|E]$Minority Community$"
|
||||
minority_community_icon_concept: "[minority_community_i|E]"
|
||||
game_concept_minority_community_i: "@government_type_landless_minority!"
|
||||
duchy_landless_minority_community: "Community"
|
||||
duke_landless_minority_community_male_minority_community: "Master"
|
||||
duke_landless_minority_community_female_minority_community: "Mistress"
|
||||
spouse_landless_minority_community_male: "Master"
|
||||
spouse_landless_minority_community_holder_female: "Mistress"
|
||||
d_laamp_test_jewish:0 "$congregationist$ Community"
|
||||
d_laamp_test_jewish_adj:0 "Jewish"
|
||||
d_laamp_test_jewish_article:0 "The "
|
||||
minority_community_domicile_title: "[CHARACTER.GetFirstNamePossessiveNoTooltip] $game_concept_minority_community$"
|
||||
minority_community_type: "$game_concept_minority_community$"
|
||||
minority_community_type_tooltip: "$MINORITY_COMMUNITY$"
|
||||
minority_community_domicile_type: "$game_concept_minority_community$"
|
||||
minority_community_domicile_type_possessive: "Community's"
|
||||
minority_community_domicile_type_tooltip: "$MINORITY_COMMUNITY$"
|
||||
MINORITY_COMMUNITY: "[game_concept_minority_community|E]"
|
||||
MINORITY_COMMUNITY_BUILDINGS: "[manor_buildings|E]"
|
||||
minority_community_move_desc: "#T Move $minority_community_type$#!\nMove your [game_concept_minority_community|E] to another [barony|E] within the [realm|E].\n@alert_icon! #alert_trial You will be unable to move it again for [EmptyScope.ScriptValue('estate_move_cooldown_value')|V0] days#!\n\n#S Cost:\n#![GetCostString( DOMICILE_TYPE.GetMoveCost( Character.Self ) )]\n\n#P Click to move your $minority_community_type$#!"
|
||||
MINORITY_COMMUNITY_CONCEPT: "[game_concept_minority_community|E]"
|
||||
domicile_minority_community: "the [CHARACTER.GetFaith.GetNameNoTooltip] $minority_community_type$"
|
||||
|
|
|
|||
|
|
@ -25,6 +25,7 @@
|
|||
dynn_leroux:0 "Leroux"
|
||||
dynn_belpois:0 "Belpois"
|
||||
dynn_giry:0 "Giry"
|
||||
dynn_britannia_kohn:0 "Kohn"
|
||||
dynn_eiffel:0 "Eiffel"
|
||||
dynn_spatstony:0 "Spatstony"
|
||||
dynn_millardet:0 "Millardet"
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue