Merge branch 'current-patch-bugfixing-dev' into next-version-dev

This commit is contained in:
Fishedotjpg 2026-03-23 17:59:49 +00:00
commit be653737f4
6 changed files with 31 additions and 25 deletions

View file

@ -8,7 +8,6 @@ palace = {
map_pin_texture = "gfx/interface/icons/map_icons/map_icon_urban.dds" map_pin_texture = "gfx/interface/icons/map_icons/map_icon_urban.dds"
map_pin_anchor = up map_pin_anchor = up
map_pin_lobby = yes map_pin_lobby = yes
culture_and_faith = yes
move_with_realm_capital = yes move_with_realm_capital = yes
can_move_manually = no can_move_manually = no

View file

@ -275,14 +275,7 @@
can_title_have = { can_title_have = {
OR = { OR = {
is_noble_family_title = yes is_noble_family_title = yes
AND = { is_nomad_title = yes
is_nomad_title = yes
government_has_flag = government_is_prepublic
}
AND = {
is_nomad_title = yes
government_has_flag = government_is_urepublic
}
} }
} }
should_show_for_title = { # Never show this in the UI, just apply it through script should_show_for_title = { # Never show this in the UI, just apply it through script

View file

@ -3069,7 +3069,7 @@ on_game_start_after_lobby = {
save_scope_as = holder save_scope_as = holder
if = { if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { NOT = {
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes

View file

@ -315,7 +315,7 @@ on_title_gain = {
########### ###########
if = { if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
scope:title = { scope:title = {
is_nomad_title = yes is_nomad_title = yes
exists = title_domicile exists = title_domicile
@ -325,6 +325,7 @@ on_title_gain = {
if = { if = {
limit = { limit = {
root = { root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes
exists = title_domicile exists = title_domicile
@ -335,6 +336,7 @@ on_title_gain = {
if = { if = {
limit = { limit = {
root = { root = {
NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes
exists = title_domicile exists = title_domicile
@ -370,7 +372,7 @@ on_title_gain = {
} }
else_if = { else_if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
exists = var:player_domicile_title exists = var:player_domicile_title
} }
root = { root = {
@ -386,7 +388,7 @@ on_title_gain = {
title_domicile = { title_domicile = {
if = { if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
exists = root.dynasty exists = root.dynasty
scope:previous_holder.dynasty ?= root.dynasty scope:previous_holder.dynasty ?= root.dynasty
} }
@ -413,7 +415,7 @@ on_title_gain = {
root = { root = {
random_held_title = { random_held_title = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
is_nomad_title = yes is_nomad_title = yes
exists = title_domicile exists = title_domicile
NOT = { this = scope:title } NOT = { this = scope:title }
@ -439,7 +441,7 @@ on_title_gain = {
random_held_title = { random_held_title = {
limit = { limit = {
root = { root = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
is_nomad_title = yes is_nomad_title = yes
exists = title_domicile exists = title_domicile
@ -451,7 +453,7 @@ on_title_gain = {
title_domicile = { title_domicile = {
if = { if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
exists = root.dynasty exists = root.dynasty
scope:previous_holder.dynasty ?= root.dynasty scope:previous_holder.dynasty ?= root.dynasty
} }
@ -468,7 +470,7 @@ on_title_gain = {
if = { if = {
limit = { limit = {
exists = global_var:game_has_started exists = global_var:game_has_started
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { NOT = {
exists = previous_holder exists = previous_holder
} }
@ -476,7 +478,7 @@ on_title_gain = {
if = { if = {
limit = { limit = {
root = { root = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
OR = { OR = {
house.house_head ?= { house.house_head ?= {
this != root this != root

View file

@ -2085,7 +2085,7 @@ yearly_playable_pulse = {
government_has_flag = government_is_nomadic government_has_flag = government_is_nomadic
is_landed = no is_landed = no
liege = { is_ai = yes } liege = { is_ai = yes }
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
every_held_title = { every_held_title = {
limit = { limit = {
@ -2124,13 +2124,13 @@ yearly_playable_pulse = {
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes
} }
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
save_scope_as = scoped_ruler save_scope_as = scoped_ruler
if = { if = {
limit = { limit = {
is_ai = yes is_ai = yes
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
every_held_title = { every_held_title = {
limit = { limit = {
@ -2145,7 +2145,7 @@ yearly_playable_pulse = {
else_if = { else_if = {
limit = { limit = {
is_ai = no is_ai = no
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
change_government = nomad_government change_government = nomad_government
} }
@ -2170,7 +2170,7 @@ yearly_playable_pulse = {
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes
} }
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
every_held_title = { every_held_title = {
limit = { limit = {
@ -2383,7 +2383,7 @@ three_year_playable_pulse = {
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes
} }
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
} }
every_held_title = { every_held_title = {
limit = { limit = {
@ -2467,7 +2467,7 @@ three_year_playable_pulse = {
if = { if = {
limit = { limit = {
NOT = { government_has_flag = government_allows_nomad_domicile_titles } NOR = { liege = { government_has_flag = government_allows_nomad_domicile_titles } government_has_flag = government_allows_nomad_domicile_titles }
NOT = { NOT = {
any_held_title = { any_held_title = {
is_nomad_title = yes is_nomad_title = yes

View file

@ -204,6 +204,12 @@
building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised." building_type_air_dock_04_desc: "Airships call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('airships').GetName] and other units that require this potent force, specialized buildings must be raised."
building_air_dock_01: "Airship Complex" building_air_dock_01: "Airship Complex"
building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured." building_air_dock_01_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_02: "Airship Complex"
building_air_dock_02_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_03: "Airship Complex"
building_air_dock_03_desc: "A Complex at which airships can land, be maintained and manufactured."
building_air_dock_04: "Airship Complex"
building_air_dock_04_desc: "A Complex at which airships can land, be maintained and manufactured."
air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!" air_dock_1_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_1')|0]#!"
air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!" air_dock_2_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_2')|0]#!"
air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!" air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
@ -222,6 +228,12 @@
building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised." building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
building_chemistry_workshop_01: "Chemical Workshop" building_chemistry_workshop_01: "Chemical Workshop"
building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured." building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_02: "Chemical Workshop"
building_chemistry_workshop_02_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_03: "Chemical Workshop"
building_chemistry_workshop_03_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
building_chemistry_workshop_04: "Chemical Workshop"
building_chemistry_workshop_04_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!" chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!" chemistry_workshop_2_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_2')|0]#!"
chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!" chemistry_workshop_3_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_3')|0]#!"