Tribalism -> Merchant Republic.
Code:
###Rise of the Merchant State (Or Trade Condfederation)
country_event = {
id = 99998
trigger = {
NOT = { centralization_decentralization = 5 } #Modest Attempts of Centralization of Power
OR = {
AND = {
government = tribal_democracy #Trade Confederation
NOT = { innovative_narrowminded = 1 } #Open to the far nature intersests of the state, and the change required to form it.
aristocracy_plutocracy = 3 # Merchant State, formed of diverse foreign trading interests, also serves to distingush from above.
mercantilism_freetrade = 2 #Impetus on Foreign Trade
}
AND = {
government = tribal_federation #Merchant Houses/Clans
aristocracy_plutocracy = -3 #Some Pluralism
NOT = { aristocracy_plutocracy = 3 }
mercantilism_freetrade = -3 #Protection and modest market expansion Trade Policy
NOT = { mercantilism_freetrade = 2 } #(With above limits sliders to -3 -> 1)
NOT = { innovative_narrowminded = 5 } # Protect existing trade routes, but with enough willingness to allow formation of a central government.
}
}
OR = {
AND = {
OR = {
AND = {
DIP = 7
ADM = 6
}
AND = {
DIP = 6
ADM = 7
}
} #Either one.
OR = {
statesman = 5
trader = 5 #Proven ability to seek amicable trade agreements.
treasurer = 5 #Proven ability to seek amicable trade agreements.
has_country_flag = winds_of_change
}
} #Good Leader, Great Advisor
AND = {
DIP = 9
ADM = 7
} #Outstanding Leader in both diplomacy and administration.
AND = {
DIP = 7
ADM = 9
}
AND = {
DIP = 8
ADM = 8
}
AND = {
DIP = 6
ADM = 5
OR = {
technology_group = latin
technology_group = eastern
}
}
AND = {
DIP = 5
ADM = 6
OR = {
technology_group = latin
technology_group = eastern
}
}
} #Any one.
}
mean_time_to_happen = {
months = 180
modifier = {
factor = 0.9
statesman = 6
}
modifier = {
factor = 0.9
trader = 6
}
modifier = {
factor = 0.9
treasurer = 6
}
modifier = {
factor = 0.95
ADM = 8
}
modifier = {
factor = 0.85
ADM = 9
}
modifier = {
factor = 0.95
DIP = 8
}
modifier = {
factor = 0.85
DIP = 9
}
modifier = {
factor = 1.1
centralization_decentralization = 4 #Can be done here, but it's like hearding cats.
}
modifier = {
factor = 0.9
mercantilism_freetrade = 3
}
modifier = {
factor = 0.9
NOT = { innovative_narrowminded = -2 }
}
modifier = {
factor = 0.9
NOT = { innovative_narrowminded = -3 }
modifier = {
factor = 0.8
any_neighbor_province = {
technology_group = latin
}
} #New competition, and possibly a new threat.
modifier = {
factor = 0.85
any_neighbor_province = {
technology_group = eastern
}
}
modifier = {
factor = 0.9
NOT = { num_of_cities = 5 } #Much smaller society = Less effort.
}
modifier = {
factor = 1.1
num_of_cities = 10
}
modifier = {
factor = 1.1
num_of_cities = 20
}
modifier = {
factor = 1.15
num_of_cities = 30
}
modifier = {
factor = 1.25
NOT = { advisor = trader } #Trying to form a nation based on trade without a trader? Bad idea.
}
}
title = "End of Tribalism: Merchant State"
desc = "Sometimes leaders possesing both keen administrate and mechantile sense some bond of trading outposts banded together in loose confederations, or led one of them in becoming an empire."
option = {
name = "Together we profit."
ai_chance = { factor = 20 } #Should be very rare.
government = merchant_republic
stability = -3 #Merchant resistance to consolidation.
centralization_decentralization = -1
prestige = 0.02
}
option = {
name = "A most unprofitable venture."
ai_chance = { factor = 80 }
stability = 1
clr_country_flag = winds_of_change
}
}
Was thinking Phoenicia with this one.