00_Core.txt

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#
# 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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