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One problem I see with the way government are done right now is that random events whose triggers involved a a number of similar government types (be it monarchies, republics, etc.) do not take account for adding new government types via mods. One way to solve this is to add government grouping in government defines (e.g. 00_government.txt) and then group government types under them. For example, Republic grouping would include Noble Republic, Constitutional Republic, Revolutionary Republic, so on, while the Monarchy grouping would include Feudal Monarchy, Administrative Monarchy, Constitutional Monarchy. The events could then simply just include a government grouping in its trigger without need to define all government types and add more government types later on.

Example:

Code:
monarchy_group = {
despotic_monarchy = {
    monarchy = yes
   
    valid_for_new_country = yes
    valid_for_nation_designer = yes
    nation_designer_cost = 0
   
       
    ai_will_do = {
        factor = 0
    }
    ai_importance = 1

    rank = {
        1 = {
            global_unrest = -1   
            unjustified_demands = -0.1
        }
        2 = {
            global_unrest = -1
            unjustified_demands = -0.1       
        }
        3 = {
            global_unrest = -1
            unjustified_demands = -0.1       
            global_autonomy = -0.05
        }
    }
}



feudal_monarchy = {
    monarchy = yes
   
    valid_for_new_country = yes
    valid_for_nation_designer = yes
    nation_designer_cost = 0
   
    ai_will_do = {
        factor = 1
        modifier = {
            factor = 0
            NOT = { government = despotic_monarchy }
        }
        modifier = {
            factor = 0
            NOT = {
                has_idea_group = aristocracy_ideas
            }
        }
    }
    ai_importance = 2
   
    #bonus
    rank = {
        1 = {
            global_manpower_modifier = 0.1   
            vassal_income = 0.25
        }
        2 = {
            global_manpower_modifier = 0.1   
            vassal_income = 0.25
        }
        3 = {   
            global_manpower_modifier = 0.1   
            vassal_income = 0.25   
            global_autonomy = -0.05
        }
    }
}
}

There would be Monarchy, Republic, Empire, Theocracy, and Special Government grouping by default.

And, finally, yes, this idea is shamelessly taken from Crusader Kings II. :p
 
Upvote 0

Chlodio

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I'm not sure what you are requesting, but can't you do the grouping via scripted triggers?

For example:
Code:
monarchy_group = {
    OR = {
        government = despotic_monarchy
        government = feudal_monarchy
    }
}

You would use it like this:
Code:
monarchy_group = yes
 

grommile

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The existing terms are
Code:
government = dictatorship
government = monarchy
government = republic
government = theocracy
 
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Chief of Staff

The Duke of Rockford
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Ah, ok, I thought there was only government = monarchy. I've never seen other groups specified except maybe republic but not sure. Is government = empire also available? I don't know where empire and revolutionary empire fall in except maybe as monarchy but it would seem they deserve their own special group.
 

grommile

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Ah, ok, I thought there was only government = monarchy. I've never seen other groups specified except maybe republic but not sure. Is government = empire also available? I don't know where empire and revolutionary empire fall in except maybe as monarchy but it would seem they deserve their own special group.
The imperial_administration government type was abolished (along with archduchy) in 1.12. Byzantium now starts the game as a Feudal Monarchy with Emperor rank. (Revolutionary Empire is still around as a defined thing.)