Governments modding
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Goverments are defined in the /common/governments folder, in the 00_government_types.txt file. More info available in _governments.info
feudal_government = { create_cadet_branches = yes rulers_should_have_dynasty = yes dynasty_named_realms = yes council = yes/no # The council is available for this ruler; default: yes regiments_prestige_as_gold = yes/not # Is this govenmnet type using prestige to buy and reinforce MaA Regiments? ( mainteance still costs gold ). default: no fallback = 1
# this line defines the type holding your government considers primary # you should use this line if you are changing the primary holding type your government type uses primary_holding = castle_holding # this line defines the type holding your government can also use without penalties # you should use this line if you are adding an aditional custom holding that your government type can use valid_holdings = { city_holding }
# this line defines those pesky restrictions: you need additionalpylonstemple/city holding required_county_holdings = { castle_holding city_holding church_holding }
vassal_contract = { feudal_government_taxes feudal_government_levies special_contract religious_rights fortification_rights coinage_rights succession_rights war_declaration_rights council_rights title_revocation_rights }
# Disable some AI features for this government type (all are enabled by default). /good if you want to cheat a bit :P # Note that some features might be disabled for other reasons (e.g. if not independent, if below a certain tier). ai = { use_lifestyle = yes/no imprison = yes/no # Imprison & release from prison start_murders = yes/no arrange_marriage = yes/no # Actively arrange marriages. Can still receive marriage requests if disabled. use_goals = yes/no # Use longterm goals (build holdings, perform major decisions, ...) use_decisions = yes/no # Use minor decisions use_scripted_guis = yes/no # Will evaluate using scripted guis perform_religious_reformation = yes/no }
color = hsv{ 0.67 1.00 0.78 } }
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Data types • Localization • Customizable localization |
Scripting | AI • Bookmarks • Characters • Commands • Council • Culture • Decisions • Dynasties • Events • Governments • History • Holdings • Lifestyles • Regiments • Religions • Story cycles • Titles • Traits |
Map | Map • Terrain |
Graphics | 3D models • Exporters • Interface • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • Mod structure • Troubleshooting |