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Karolus Magnus

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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
feudal_governments = {

feudal_government = {
preferred_holdings = { CASTLE }
allowed_holdings = {
CASTLE
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 = {
controls_religion = yes
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 = {
CASTLE
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 = {
controls_religion = yes
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​

ignore_in_vassal_limit_calculation = {
tribal_government​
}​
}​
}

REPUBLIC
republic_governments = {

merchant_republic_government = {
preferred_holdings = { CITY }
allowed_holdings = {
TRADE_POST
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 = {
controls_religion = yes
NOT = { religion_group = muslim }
NOT = { religion = norse_pagan_reformed }​
}
is_female = no
OR = {
AND = {
is_patrician = yes
OR = {
liege_before_war = {
NOT = { character = PREV }
is_merchant_republic = yes
NOT = {
liege_before_war = {
NOT = { character = PREV }
is_merchant_republic = yes​
}​
}​
}
has_game_started = no​
}​
}
AND = {
OR = {
AND = {
has_game_started = 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​
}​
}​
}​
}​
}

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 = {
CITY
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 = {
controls_religion = yes
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 = {
TEMPLE
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​
}
frame_suffix = "_theocracy"
title_prefix = "temple_"
potential = {
NOT = { religion_group = muslim }
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 = {
TRIBAL
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​
}
vassal_call_to_arms = {
tribal_government​
}
no_vassal_tax = {
tribal_government​
}
builds_with_prestige = {
TRIBAL​
}
frame_suffix = "_tribal"
title_prefix = "tribal_"
potential = {
NAND = {
controls_religion = yes
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={
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
 
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Jorlem

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allowed_holdings_culture = { # Will not get the wrong government type penalty for tribes of the same culture
Just to confirm, this works for holding types other than tribal holdings, even though the comment specifies tribals, right?

Edit:
Also, is there a builds_with_piety in the code we can use, to go along with builds_with_prestige?
 

Karolus Magnus

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Just to confirm, this works for holding types other than tribal holdings, even though the comment specifies tribals, right?

Edit:
Also, is there a builds_with_piety in the code we can use, to go along with builds_with_prestige?
Yes. The comment has nothing to do with the effects of allowed_holdings_culture, it just explains what it does in this scenario.

We currently don't have a builds_with_piety unfortunately.
 
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Jorlem

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caocao268

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So designating an heir is still locked to merchant republics and Indian religions then? Darn.
 

fanoI

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It is possible to set the succession law for the government form? Or better the enabled succession laws? Or this can be done in succession.txt using "government = " in the law's potential? Or something continue to be hardcoded (for example a Merchant Republic can have only Patrician Succession and if you change it nothing happens)?

The shown are all the commands that one can use to define a government or there are others?
 
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Karolus Magnus

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It is possible to set the succession law for the government form? Or better the enabled succession laws? Or this can be done in succession.txt using "government = " in the law's potential? Or something continue to be hardcoded (for example a Merchant Republic can have only Patrician Succession and if you change it nothing happens)?

The shown are all the commands that one can use to define a government or there are others?
The allowed and potential triggers for succession can be changed to suit your needs. However, Merchant Republics are bound to Patrician Succession. I'm pretty sure weird things will happen if you change that.

There are some more commands that can be used as well, as I have not shown the nomad governments. :)
 
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HREmperor

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"ignores_de_jure_laws = yes" What's this mean? Tribals can't declare de jure wars?
 

ngppgn

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if we add allowed_holdings = { familly palace } to a feudal government without the merchant_republic = YES, what will happen?

Edit: what does the build with prestige clause do? Isn't the prestige or gold cost defined in each building anymore?

Edit2: are there event commands to start and end tributaries?, and change percentage of tribute?

Edit3: what does has_gender_laws mean? locked to agnatic?

Edit4: what does baronies_need_dynasty does?

Which other "flags" (ie yes/no statements) are aviable?
 
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Patroclusmega

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Will you add the possibility to mod and add new succession laws ?
 

fanoI

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The allowed and potential triggers for succession can be changed to suit your needs. However, Merchant Republics are bound to Patrician Succession. I'm pretty sure weird things will happen if you change that.
OK so if I want to create a "noble_republic" it will be better to start from feudal government as template, right? In the Republic government only merchant Republic will remain playable right? That is does not make sense to create a new type of government there, so if I for example want to do a count level "Merchant Republic" I need to make one based on feudal government again...

There are some more commands that can be used as well, as I have not shown the nomad governments. :)
Very well I'm already really excited from this!
 

richvh

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"ignores_de_jure_laws = yes" What's this mean? Tribals can't declare de jure wars?
De jure laws are crown laws.

Good to see that the missing NAND logical operator has been added. (Multi-operand NOT already functions as a NOR.)
 

omega20056

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So it should be possible to create a custom Byzantine government type that allows free revocation of all titles?
 
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Karolus Magnus

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if we add allowed_holdings = { familly palace } to a feudal government without the merchant_republic = YES, what will happen?

Edit: what does the build with prestige clause do? Isn't the prestige or gold cost defined in each building anymore?

Edit2: are there event commands to start and end tributaries?, and change percentage of tribute?

Edit3: what does has_gender_laws mean? locked to agnatic?

Edit4: what does baronies_need_dynasty does?

Which other "flags" (ie yes/no statements) are aviable?
* To your first question, it will allow feudals to hold family palaces. But they will never be generated, so it will not really do much.
* The build with prestige clause is whether settlements are built with prestige or gold costs.
* There are effects for tributary statuses.
* The has_gender_laws affect the interface and also government tooltips. The flag is set for governments that only have one allowed gender laws in the gender laws script.
* Feudal and muslim barons will get a random dynasty whenever they get landed. Other government characters can be barons without having a dynasty.

OK so if I want to create a "noble_republic" it will be better to start from feudal government as template, right? In the Republic government only merchant Republic will remain playable right? That is does not make sense to create a new type of government there, so if I for example want to do a count level "Merchant Republic" I need to make one based on feudal government again...
You can still add another republic government with the Merchant Republic flag, making that government playable as well. Just remove the duchy restriction from the merchant republic potential trigger.

So it should be possible to create a custom Byzantine government type that allows free revocation of all titles?
Yes! :)
 
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