# # remember to add graphics for relevant ones when you add to this # # if a modifier is scaled, its multiplied with development in the province. # any_friendly_coast_border_province is a special scope made for institution spread. # It checks for adjacent provinces or provinces one seazone away. # Friendly is defined as at positive relations or owned by the same country that owns the province. ####################################### # Feudalism. # # Most in the old world start with it. ####################################### feudalism = { penalty = 0.5 bonus = { free_leader_pool = 1 } history = { is_year = 1000 NOT = { province_id = 2214 #Golestan } OR = { AND = { #If this is changed costs for Nation Designer may also need to be changed. OR = { continent = new_world continent = north_america continent = south_america continent = oceania } owner = { is_playing_custom_nation = yes OR = { technology_group = western technology_group = eastern technology_group = ottoman technology_group = muslim technology_group = indian technology_group = chinese #technology_group = high_american #Is listed below as High Americans get it regardless of if Nation Designer is used. } } } culture = persian culture = azerbaijani culture = kurdish culture = armenian culture = mazandarani culture = turkish culture = omani_culture culture = yemeni_culture culture_group = byzantine culture_group = dravidian culture_group = east_asian culture_group = east_slavic culture_group = eastern_aryan culture_group = japanese_g culture_group = korean_g culture_group = scandinavian culture_group = west_slavic culture_group = western_aryan province_id = 383 province_id = 412 province_id = 2327 province_id = 2329 province_id = 2331 province_id = 2999 AND = { region = horn_of_africa_region owner = { NOT = { government = tribal_federation } } } AND = { culture = al_misr_arabic NOT = { area = libyan_desert_area } NOT = { area = cyrenaica_area } } AND = { culture_group = hindusthani NOT = { owner = { government = tribal_kingdom } } #Ladakh } owner = { technology_group = high_american } owner = { NOT = { government = siberian_native_council government = steppe_horde government = tribal_kingdom government = tribal_despotism government = tribal_federation government = tribal_democracy primary_culture = bedouin_arabic primary_culture = uyghur technology_group = andean technology_group = mesoamerican technology_group = north_american technology_group = south_american technology_group = sub_saharan } } AND = { is_year = 1600 owner = { NOT = { government = siberian_native_council } NOT = { government = steppe_horde } #NOT = { government = tribal_despotism } #NOT = { government = tribal_federation } #NOT = { government = tribal_democracy } #NOT = { government = native_council } #NOT = { government = tribal_kingdom } } } is_year = 1700 } } # no need for events, as its there from the start. #can_start = { is_year = 1000 } #start_chance = 100 #on_start = institution_events.1 can_embrace = { always = yes } embracement_speed = { modifier = { factor = 0.6 scale = yes custom_trigger_tooltip = { tooltip = FRIENDLY_NEIGHBOR_OR_COAST_PROVINCE_HAS_EMBRACED any_friendly_coast_border_province = { feudalism = 100 } } } modifier = { factor = 0.1 scale = yes potential = { NOT = { any_friendly_coast_border_province = { feudalism = 100 } } } custom_trigger_tooltip = { tooltip = NEIGHBOR_NOT_OWNED_IS_FEUDAL any_neighbor_province = { NOT = { owned_by = ROOT } feudalism = 100 } } } modifier = { factor = 0.15 scale = yes force_potential = yes # Hide the this modifier when potential is false potential = { has_dlc = "The Cossacks" owner = { has_estate = estate_nobles } } custom_trigger_tooltip = { tooltip = FEUDALISM_AND_NOBLES any_neighbor_province = { feudalism = 100 } owner = { has_estate = estate_nobles estate_loyalty = { estate = estate_nobles loyalty = 40 } } has_estate = estate_nobles } } modifier = { factor = 5 scale = yes potential = { owner = { is_colonial_nation = yes } } custom_trigger_tooltip = { tooltip = PORT_OR_CAPITAL_IN_COLONY_FEUDAL OR = { has_port = yes is_capital = yes } owner = { is_colonial_nation = yes overlord = { has_institution = feudalism } } } } modifier = { factor = 0.1 scale = yes potential = { owner = { is_colonial_nation = no } } custom_trigger_tooltip = { tooltip = CAPITAL_IN_OLD_WORLD_FEUDAL is_capital = yes NOT = { continent = north_america } NOT = { continent = south_america } NOT = { continent = new_world } owner = { NOT = { government = tribal_democracy } NOT = { government = tribal_kingdom } NOT = { government = tribal_despotism } NOT = { government = tribal_federation } NOT = { government = siberian_native_council } NOT = { government = native_council } NOT = { government = steppe_horde } } } } modifier = { factor = 2 scale = yes potential = { owner = { has_institution = feudalism } } custom_trigger_tooltip = { tooltip = tooltip_feudalism_embraced owner = { has_institution = feudalism } } } } ai_will_do = { #Cost of embracing institution must be lower than this factor * last month's regular income, and higher if loans are needed. (Or it has a more than long term goal...) factor = 24 modifier = { factor = 0.25 is_at_war = yes } modifier = { factor = 2 neighbors_tech_discount = 0.1 } modifier = { factor = 2 neighbors_tech_discount = 0.2 } modifier = { factor = 2 neighbors_tech_discount = 0.3 } modifier = { factor = 2 neighbors_tech_discount = 0.4 } } } ####################################### # Renaissance # # Flows from italy ####################################### renaissance = { penalty = 0.5 bonus = { development_cost = -0.05 build_cost = -0.05 } historical_start_date = 1450.1.1 historical_start_province = 116 # Florence history = { OR = { AND = { is_year = 1450 region = italy_region } AND = { is_year = 1450 continent = europe } AND = { is_year = 1500 owner = { NOT = { technology_group = north_american } NOT = { technology_group = mesoamerican } NOT = { technology_group = south_american } NOT = { technology_group = andean } } superregion = south_america_superregion } AND = { is_year = 1500 owner = { NOT = { technology_group = north_american } NOT = { technology_group = mesoamerican } NOT = { technology_group = south_american } NOT = { technology_group = andean } } superregion = north_america_superregion } AND = { is_year = 1500 owner = { NOT = { technology_group = north_american } NOT = { technology_group = mesoamerican } NOT = { technology_group = south_american } NOT = { technology_group = andean } } superregion = central_america_superregion } AND = { is_year = 1600 continent = asia owner = { NOT = { government = tribal } } } is_year = 1780 } } can_start = { is_year = 1450 region = italy_region is_state = yes NOT = { province_id = 126 } is_island = no OR = { development = 20 is_capital = yes normal_or_historical_nations = no } } start_chance = 5 #in 100 for when a province can_start on_start = institution_events.2 can_embrace = { owner = { has_institution = feudalism } } embracement_speed = { modifier = { scale = yes factor = 0.6 custom_trigger_tooltip = { tooltip = tooltip_any_friendly_coast_border_province_has_embraced_renaissance any_friendly_coast_border_province = { renaissance = 100 } } } modifier = { factor = 0.3 scale = yes potential = { NOT = { any_friendly_coast_border_province = { renaissance = 100 } } } custom_trigger_tooltip = { tooltip = tooltip_any_neighbor_has_embraced_renaissance any_neighbor_province = { NOT = { owned_by = ROOT } renaissance = 100 } } } modifier = { factor = 1 potential = { region = italy_region } custom_trigger_tooltip = { tooltip = tooltip_italian_capital is_capital = yes region = italy_region culture_group = latin } } modifier = { factor = 0.05 scale = yes potential = { continent = europe } custom_trigger_tooltip = { tooltip = tooltip_development_10 continent = europe development = 10 } } modifier = { factor = 0.05 scale = yes potential = { continent = europe } custom_trigger_tooltip = { tooltip = tooltip_development_20 development = 20 continent = europe } } modifier = { factor = 0.1 scale = ...
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