Since you have asked for it, here are the government scripts for feudal, republic, theocratic and tribal governments, as well as how to mod tributary status!
FEUDAL
REPUBLIC
THEOCRATIC
TRIBAL
As I mentioned earlier, the government groupings are primarily to make it easier for scripters and modders to add governments without having to go through all existing scripts. Using the old triggers is_feudal will check the entire feudal group (feudal and iqta in this case), whereas government = feudal_government will only check against the feudal government (and not iqta). It will also affect what tax laws they follow.
As you can see, there is a new uses_decadence flag, that is used in some governments. If scripted in the government AND the religion of a character, that character will use decadence mechanics.
The merchant_republic flag will enable Merchant Republic mechanics: generating family palaces and patricians. It will also unlock the possibility to build coastal trade posts.
color is the map color used in the government mapmode, frame_suffix is the suffix to the images used for character frames, and title_prefix is the prefix used for title localisation (for instance temple_count).
TRIBUTARIES
Tributaries are scripted in title history. The percentage you can see is how much of their income they will pay the suzerain.
Happy modding!
Note: due to some confusion, here is a complete list of what can be set in the government file:
/The Captain
FEUDAL
feudal_governments = {
}
feudal_government = {
muslim_government = {
preferred_holdings = { CASTLE }
allowed_holdings = {
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
accepts_liege_governments = { # Gets the wrong religion modifier instead
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
potential = {
color = { 91 133 207 }
dukes_called_kings = yes
barons_need_dynasty = yes
can_build_tribal = no
ignore_in_vassal_limit_calculation = {
}allowed_holdings = {
CASTLE
FORT
}FORT
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}accepts_liege_governments = { # Gets the wrong religion modifier instead
muslim_government
}free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}potential = {
NAND = {
NOT = { religion_group = muslim }
is_patrician = no
}controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
}NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
NOT = { religion_group = muslim }
is_patrician = no
color = { 91 133 207 }
dukes_called_kings = yes
barons_need_dynasty = yes
can_build_tribal = no
ignore_in_vassal_limit_calculation = {
tribal_government
}muslim_government = {
preferred_holdings = { CASTLE }
allowed_holdings = {
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
accepts_liege_governments = { # Gets the wrong religion modifier instead
free_revoke_on_tiers = {
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
frame_suffix = "_iqta"
potential = {
allowed_holdings = {
CASTLE
TEMPLE
FORT
}TEMPLE
FORT
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}accepts_liege_governments = { # Gets the wrong religion modifier instead
feudal_government
}free_revoke_on_tiers = {
duke
}free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}frame_suffix = "_iqta"
potential = {
NAND = {
religion_group = muslim
is_patrician = no
}controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
}NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
religion_group = muslim
is_patrician = no
color = { 10 138 57 }
uses_decadence = yes
uses_piety_for_law_change = yes
dukes_called_kings = yes
barons_need_dynasty = yes
have_gender_laws = no
allows_matrilineal_marriage = no
free_retract_vassalage = yes
can_build_tribal = no
uses_decadence = yes
uses_piety_for_law_change = yes
dukes_called_kings = yes
barons_need_dynasty = yes
have_gender_laws = no
allows_matrilineal_marriage = no
free_retract_vassalage = yes
can_build_tribal = no
ignore_in_vassal_limit_calculation = {
}tribal_government
}REPUBLIC
republic_governments = {
merchant_republic_government = {
republic_government = {
}preferred_holdings = { CITY }
allowed_holdings = {
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
accepts_liege_governments = { # Accepts other republics
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
frame_suffix = "_merchantrepublic"
title_prefix = "city_"
potential = {
color = { 250 0 0 }
merchant_republic = yes
can_imprison_without_reason = no
can_revoke_without_reason = no
can_usurp_kingdoms_and_empires = no
have_gender_laws = no
can_grant_kingdoms_and_empires_to_other_government = yes
allows_matrilineal_marriage = no
can_build_tribal = no
}allowed_holdings = {
TRADE_POST
CITY
CASTLE
FAMILY_PALACE
FORT
}CITY
CASTLE
FAMILY_PALACE
FORT
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}accepts_liege_governments = { # Accepts other republics
republic_government
}free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}frame_suffix = "_merchantrepublic"
title_prefix = "city_"
potential = {
NAND = {
is_female = no
OR = {
}controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
}NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
is_female = no
OR = {
AND = {
AND = {
}is_patrician = yes
OR = {
}OR = {
liege_before_war = {
has_game_started = no
}NOT = { character = PREV }
is_merchant_republic = yes
NOT = {
}is_merchant_republic = yes
NOT = {
liege_before_war = {
}NOT = { character = PREV }
is_merchant_republic = yes
}is_merchant_republic = yes
has_game_started = no
AND = {
OR = {
higher_real_tier_than = count
any_demesne_province = {
NOT = {
}AND = {
capital_scope = { port = yes }
}has_game_started = yes
is_merchant_republic = yes
}is_merchant_republic = yes
capital_scope = { port = yes }
higher_real_tier_than = count
any_demesne_province = {
always = yes
}NOT = {
liege_before_war = {
}NOT = { character = PREV }
is_merchant_republic = yes
}is_merchant_republic = yes
color = { 250 0 0 }
merchant_republic = yes
can_imprison_without_reason = no
can_revoke_without_reason = no
can_usurp_kingdoms_and_empires = no
have_gender_laws = no
can_grant_kingdoms_and_empires_to_other_government = yes
allows_matrilineal_marriage = no
can_build_tribal = no
republic_government = {
preferred_holdings = { CITY }
allowed_holdings = {
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
accepts_liege_governments = { # Accepts other republics
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
frame_suffix = "_republic"
title_prefix = "city_"
potential = {
color = { 209 125 130 }
can_imprison_without_reason = no
can_revoke_without_reason = no
}allowed_holdings = {
CITY
CASTLE
FORT
}CASTLE
FORT
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}accepts_liege_governments = { # Accepts other republics
merchant_republic_government
}free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}frame_suffix = "_republic"
title_prefix = "city_"
potential = {
NAND = {
NOT = { is_government_potential = merchant_republic_government }
}controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
}NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
NOT = { is_government_potential = merchant_republic_government }
color = { 209 125 130 }
can_imprison_without_reason = no
can_revoke_without_reason = no
THEOCRATIC
theocracy_governments = {
theocracy_government = {
}preferred_holdings = { TEMPLE }
allowed_holdings = {
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
accepts_liege_governments = {
frame_suffix = "_theocracy"
title_prefix = "temple_"
potential = {
color = { 220 220 220 }
can_create_kingdoms = no
have_gender_laws = no
can_be_granted_kingdoms_and_empires_by_other_government = no
can_build_tribal = no
}allowed_holdings = {
TEMPLE
CASTLE
FORT
}CASTLE
FORT
allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
TRIBAL
}free_revoke_on_governments_religion = { # Tribal vassals of other religions can have their titles revoked for free
tribal_government
}accepts_liege_governments = {
feudal_government
muslim_government
holy_order_government
mercenary_government
republic_government
merchant_republic_government
}muslim_government
holy_order_government
mercenary_government
republic_government
merchant_republic_government
frame_suffix = "_theocracy"
title_prefix = "temple_"
potential = {
NOT = { religion_group = muslim }
is_patrician = no
}is_patrician = no
color = { 220 220 220 }
can_create_kingdoms = no
have_gender_laws = no
can_be_granted_kingdoms_and_empires_by_other_government = no
can_build_tribal = no
TRIBAL
tribal_governments = {
tribal_government = {
}preferred_holdings = { TRIBAL }
allowed_holdings = {
accepts_liege_governments_culture = { # Tribals have no opinion penalty towards their liege if of the same culture
vassal_call_to_arms = {
no_vassal_tax = {
builds_with_prestige = {
frame_suffix = "_tribal"
title_prefix = "tribal_"
potential = {
color = { 92 31 23 }
uses_decadence = yes
allow_looting = yes
max_consorts = 3
ignores_de_jure_laws = yes
can_build_castle = no
can_build_city = no
can_build_temple = yes
can_build_tribal = yes
can_change_to_nomad_on_start = yes
demesne_size = 2
vassal_limit = -10
}allowed_holdings = {
TRIBAL
FORT
}FORT
accepts_liege_governments_culture = { # Tribals have no opinion penalty towards their liege if of the same culture
feudal_government
republic_government
merchant_republic_government
theocracy_government
muslim_government
}republic_government
merchant_republic_government
theocracy_government
muslim_government
vassal_call_to_arms = {
tribal_government
}no_vassal_tax = {
tribal_government
}builds_with_prestige = {
TRIBAL
}frame_suffix = "_tribal"
title_prefix = "tribal_"
potential = {
NAND = {
is_patrician = no
mercenary = no
holy_order = no
}controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
}NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }
is_patrician = no
mercenary = no
holy_order = no
color = { 92 31 23 }
uses_decadence = yes
allow_looting = yes
max_consorts = 3
ignores_de_jure_laws = yes
can_build_castle = no
can_build_city = no
can_build_temple = yes
can_build_tribal = yes
can_change_to_nomad_on_start = yes
demesne_size = 2
vassal_limit = -10
As I mentioned earlier, the government groupings are primarily to make it easier for scripters and modders to add governments without having to go through all existing scripts. Using the old triggers is_feudal will check the entire feudal group (feudal and iqta in this case), whereas government = feudal_government will only check against the feudal government (and not iqta). It will also affect what tax laws they follow.
As you can see, there is a new uses_decadence flag, that is used in some governments. If scripted in the government AND the religion of a character, that character will use decadence mechanics.
The merchant_republic flag will enable Merchant Republic mechanics: generating family palaces and patricians. It will also unlock the possibility to build coastal trade posts.
color is the map color used in the government mapmode, frame_suffix is the suffix to the images used for character frames, and title_prefix is the prefix used for title localisation (for instance temple_count).
TRIBUTARIES
860.1.1={
900.1.1={
set_tribute_suzerain = { who = k_khazaria percentage = 0.40 }
}900.1.1={
clear_tribute_suzerain = k_khazaria
}Tributaries are scripted in title history. The percentage you can see is how much of their income they will pay the suzerain.
Happy modding!
Note: due to some confusion, here is a complete list of what can be set in the government file:
Code:
color
merchant_republic
uses_decadence
uses_jizya_tax
uses_piety_for_law_change
uses_prestige_for_law_change
allows_matrilineal_marriage
allow_title_revokation
allow_looting
can_imprison_without_reason
can_revoke_without_reason
ignores_de_jure_laws
dukes_called_kings
barons_need_dynasty
can_create_kingdoms
can_usurp_kingdoms_and_empires
have_gender_laws
can_build_holdings
can_build_forts
can_build_castle
can_build_city
can_build_temple
can_build_tribal
can_grant_kingdoms_and_empires_to_other_government
can_be_granted_kingdoms_and_empires_by_other_government
free_retract_vassalage
max_consorts
max_liege_levy
max_liege_tax
aggression
unit_modifier
unit_home_modifier
character_modifier
frame_suffix
title_prefix
preferred_holdings
allowed_holdings
allowed_holdings_culture
allowed_holdings_religion
allowed_holdings_culture_and_religion
builds_with_prestige
builds_with_piety
accepts_liege_governments
accepts_liege_governments_culture
accepts_liege_governments_religion
accepts_liege_governments_culture_and_religion
free_revoke_on_governments
free_revoke_on_governments_culture
free_revoke_on_governments_religion
free_revoke_on_governments_culture_and_religion
free_revoke_on_tiers
free_revoke_on_tiers_culture
free_revoke_on_tiers_religion
free_revoke_on_tiers_culture_and_religion
ignore_in_vassal_limit_calculation
vassal_call_to_arms
no_vassal_tax
forced_contract
commander_limit
capital_move_delay
can_change_to_nomad_on_start
/The Captain
Last edited by a moderator:
- 16
- 4