estate_burghers = { icon = 3 color = { 35 35 150 } # Is estate kept in control of province on conquest? keep_on_conquest = no min_provinces_to_want_territory = 5 wanted_territory_modifier = { desc = EST_VAL_REPUBLIC trigger = { government = republic NOT = { has_disaster = estate_nobility_disaster } } value = 20 } # If true, country will get estate trigger = { NOT = { government = merchant_republic } NOT = { government = trading_city } NOT = { government = revolutionary_republic } NOT = { government = native_council } NOT = { government = siberian_native_council } is_nomad = no is_colonial_nation = no NOT = { government = celestial_empire } } # If true, province can be granted to estate province_trigger = { OR = { owner = { government = republic } development = 10 province_trade_power = 5 owner = { government = republic } } } # Min autonomy in estate provinces min_autonomy = 25 # Estate cancels out the following multiplicative local autonomy effects: autonomy_does_not_affect = local_production_efficiency autonomy_does_not_affect = province_trade_power_modifier autonomy_does_not_affect = naval_forcelimit autonomy_does_not_affect = local_sailors_modifier # These scale with loyalty & power country_modifier_happy = { trade_efficiency = 0.2 development_cost = -0.1 } country_modifier_neutral = { trade_efficiency = 0.2 } country_modifier_angry = { trade_efficiency = -0.1 development_cost = 0.1 } # These do not scale, but only applied in provinces owned by the estate province_modifier_happy = { trade_goods_size_modifier = 0.1 province_trade_power_modifier = 0.5 } province_modifier_neutral = { province_trade_power_modifier = 0.5 } province_modifier_angry = { local_unrest = 5 } # Influence modifiers base_influence = 10 influence_modifier = { desc = EST_HIGH_DEVELOPMENT_PROVINCE trigger = { any_owned_province = { development = 30 } } influence = 5 } influence_modifier = { desc = EST_VAL_IMPERIAL_CITY trigger = { government = imperial_city } influence = 30 } influence_modifier = { desc = EST_VAL_COT trigger = { NOT = { government = imperial_city } any_owned_province = { OR = { has_province_modifier = inland_center_of_trade_modifier has_province_modifier = center_of_trade_modifier } } } influence = 5 } influence_modifier = { desc = EST_VAL_HANSEATIC_CITY trigger = { NOT = { government = imperial_city } OR = { capital = 1 #Stockholm capital = 6 #Sk??ne capital = 23 #Bergen capital = 36 #Reval capital = 38 #Riga capital = 41 #K??nigsberg capital = 43 #Danzig capital = 44 #Hamburg capital = 45 #Lubeck capital = 46 #Wismar capital = 47 #Stralsund capital = 52 #Magdeburg capital = 53 #Luneburg capital = 54 #Stade capital = 56 #Osnabruck capital = 57 #Brunswick capital = 85 #K??ln capital = 86 #Munster capital = 90 #Bruges capital = 100 #Groningen capital = 236 #London capital = 238 #Ipswich capital = 274 #Pskov capital = 275 #Polotsk capital = 310 #Novgorod capital = 1744 # Antwerp capital = 1834 # Dorpat capital = 1858 # Stettin capital = 1859 # Torun capital = 1860 # Bishop's Lynn capital = 1874 # Bremen capital = 1936 # Kaunas capital = 2994 # Greifswald capital = 2995 # Stolp } } influence = 5 } influence_modifier = { desc = EST_VAL_EAST_AFRICAN_TRADE_CITIES trigger = { capital_scope = { OR = { area = central_swahili_coast_area area = mombasa_area area = mozambique_area area = northern_swahili_coast_area area = mogadishu_area } } } influence = 5 } influence_modifier = { desc = EST_VAL_NAHUATL trigger = { religion = nahuatl } influence = -5 } influence_modifier = { desc = EST_VAL_LOW_TRADE_INCOME trigger = { NOT = { trade_income_percentage = 0.25 } } influence = -5 } influence_modifier = { desc = EST_VAL_HIGH_TRADE_INCOME trigger = { trade_income_percentage = 0.5 NOT = { trade_income_percentage = 0.75 } } influence = 5 } influence_modifier = { desc = EST_VAL_VERY_HIGH_TRADE_INCOME trigger = { trade_income_percentage = 0.75 } influence = 10 } influence_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER trigger = { OR = { has_disaster = estate_nobility_disaster has_disaster = estate_church_disaster } } influence = -40 } loyalty_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER_LOY trigger = { OR = { has_disaster = estate_nobility_disaster has_disaster = estate_church_disaster } } loyalty = -20 } loyalty_modifier = { desc = EST_VAL_FULL_PLUTOCRATIC trigger = { full_idea_group = plutocracy_ideas } loyalty = 10 } #Custom Names custom_name = { desc = estate_bourgeoisie trigger = { culture_group = french } } custom_name = { desc = estate_merchant_guilds trigger = { NOT = { religion_group = christian } #Diversify a bit more. } } # For province assignment ai_grant_province = { factor = 1 modifier = { factor = 0.5 NOT = { province_trade_power = 5 } } modifier = { factor = 2 province_trade_power = 10 } modifier = { factor = 0.1 has_estate = estate_cossacks has_terrain = steppe } } # Does the AI want to give any extra territory beyond the minimum? ai_territory_modifier = { trigger = { government = monarchy technology_group = western num_of_cities = 10 } value = 10 } ai_territory_modifier = { trigger = { has_idea_group = trade_ideas num_of_cities = 10 } value = 5 } ai_territory_modifier = { trigger = { has_idea_group = plutocracy_ideas num_of_cities = 10 } value = 5 } # Special interactions interaction = { name = "ASK_FOR_CONTRIBUTION" icon = 6 years_between_use = 10 potential = { NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_nobility_disaster } } trigger = { estate_loyalty = { estate = estate_burghers loyalty = 30 } } effect = { if = { limit = { NOT = { estate_influence = { estate = estate_burghers influence = 50 } } } add_years_of_income = 0.25 } if = { limit = { estate_influence = { estate = estate_burghers influence = 50 } NOT = { estate_influence = { estate = estate_burghers influence = 75 } } } add_years_of_income = 0.5 } if = { limit = { estate_influence = { estate = estate_burghers influence = 75 } NOT = { estate_influence = { estate = estate_burghers influence = 100 } } } add_years_of_income = 0.75 } if = { limit = { estate_influence = { estate = estate_burghers influence = 100 } } add_years_of_income = 1 } add_estate_loyalty = { estate = estate_burghers loyalty = -10 } } ai_will_do = { factor = 1 modifier = { factor = 0 NOT = { estate_loyalty = { estate = estate_burghers loyalty = 50 } } } modifier = { factor = 0 treasury = 1 } } } interaction = { name = "DEMAND_SUPPORT_BURGHERS" icon = 3 years_between_use = 20 potential = { NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_nobility_disaster } } trigger = { estate_loyalty = { estate = estate_burghers loyalty = 30 } estate_influence = { estate = estate_burghers influence = 25 } } effect = { if = { limit = { NOT = { estate_influence = { estate = estate_burghers influence = 50 } } } add_dip_power = 50 } if = { limit = { estate_influence = { estate = estate_burghers influence = 50 } NOT = { estate_influence = { estate = estate_burghers influence = 75 } } } add_dip_power = 100 } if = { limit = { estate_influence = { estate = estate_burghers influence = 75 } NOT = { estate_influence = { estate = estate_burghers influence = 100 } } } add_dip_power = 150 } if = { limit = { estate_influence = { estate = estate_burghers influence = 100 } } add_dip_power = 200 } add_estate_loyalty = { estate = estate_burghers loyalty = -20 } } ai_will_do = { factor = 0 } } interaction = { name = "GRANT_MONOPOLY_CHARTER" icon = 17 years_between_use = 20 trigger = { always = yes } effect = { add_prestige = -5 add_estate_influence_modifier = { estate = estate_burghers desc = EST_VAL_GRANTED_MONOPOLIES influence = 10 duration = 7300 } add_estate_loyalty = { estate = estate_burghers loyalty = 15 } } ai_will_do = { factor = 1 modifier = { factor = 0 estate_influence = { estate = estate_burghers influence = 60 } } modifier = { factor = 0 ...
prostownik11