estate_nobles = { icon = 2 color = { 200 0 50 } # Is estate kept in control of province on conquest? keep_on_conquest = no # They want to control at least this % of the country's non-overseas development, if # of home provinecs is above set amount min_territory = 10 min_provinces_to_want_territory = 5 wanted_territory_modifier = { desc = EST_VAL_FEUDAL_MONARCHY trigger = { government = feudal_monarchy } value = 5 } wanted_territory_modifier = { desc = EST_VAL_NOBLE_REPUBLIC trigger = { government = noble_republic } value = 30 } # If true, country will get estate trigger = { NOT = { government = merchant_republic } NOT = { government = native_council } NOT = { government = trading_city } NOT = { government = siberian_native_council } NOT = { government = revolutionary_republic } NOT = { government = revolutionary_empire } NOT = { government = peasants_republic } is_nomad = no is_colonial_nation = no NOT = { government = celestial_empire } OR = { NOT = { has_dlc = "Common Sense" } AND = { NOT = { government = english_monarchy } NOT = { government = constitutional_monarchy } NOT = { government = constitutional_republic } } } } # If true, province can be granted to estate province_trigger = { always = yes } # Min autonomy in estate provinces min_autonomy = 25 # Estate cancels out the following multiplicative local autonomy effects: autonomy_does_not_affect = local_manpower_modifier autonomy_does_not_affect = land_forcelimit country_modifier_happy = { manpower_recovery_speed = 0.2 land_maintenance_modifier = -0.1 } country_modifier_neutral = { manpower_recovery_speed = 0.2 } country_modifier_angry = { manpower_recovery_speed = -0.1 land_maintenance_modifier = 0.1 } # These do not scale, but only applied in provinces owned by the estate province_modifier_happy = { local_defensiveness = 0.15 local_manpower_modifier = 0.2 } province_modifier_neutral = { local_manpower_modifier = 0.2 } province_modifier_angry = { local_unrest = 5 } # Influence modifiers base_influence = 20 influence_modifier = { desc = EST_VAL_EASTERN_TECH trigger = { technology_group = eastern } influence = 5 } influence_modifier = { desc = EST_VAL_MONARCHY trigger = { government = monarchy NOT = { government = feudal_monarchy } } influence = 5 } # Influence modifiers from Events: influence_modifier = { desc = EST_HUN_MAGNATES trigger = { has_ruler_modifier = hun_power_to_magnates } influence = 10 } influence_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER trigger = { OR = { has_disaster = estate_church_disaster has_disaster = estate_burghers_disaster } } influence = -40 } # Loyalty modifiers loyalty_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER_LOY trigger = { OR = { has_disaster = estate_church_disaster has_disaster = estate_burghers_disaster } } loyalty = -20 } loyalty_modifier = { desc = EST_VAL_NOBLE_CONSORT trigger = { has_dlc = "Rights of Man" has_consort = yes is_origin_of_consort = ROOT } loyalty = 5 } loyalty_modifier = { desc = EST_VAL_JUNKERS trigger = { government = prussian_monarchy } loyalty = 10 } loyalty_modifier = { desc = EST_VAL_VERY_LEGITIMATE trigger = { government = monarchy legitimacy = 95 } loyalty = 10 } loyalty_modifier = { desc = EST_VAL_LEGITIMATE trigger = { government = monarchy legitimacy = 70 NOT = { legitimacy = 95 } } loyalty = 5 } loyalty_modifier = { desc = EST_VAL_NOT_LEGITIMATE trigger = { government = monarchy NOT = { legitimacy = 50 } legitimacy = 25 } loyalty = -5 } loyalty_modifier = { desc = EST_VAL_ILLEGITIMATE trigger = { government = monarchy NOT = { legitimacy = 25 } } loyalty = -10 } loyalty_modifier = { desc = EST_VAL_FULL_ARISTOCRATIC trigger = { full_idea_group = aristocracy_ideas } loyalty = 10 } #Alternative naming of estates custom_name = { desc = estate_beys trigger = { technology_group = ottoman } } custom_name = { desc = estate_boyars trigger = { OR = { culture_group = east_slavic primary_culture = bulgarian primary_culture = romanian } } } custom_name = { desc = estate_szlachta trigger = { OR = { primary_culture = polish primary_culture = lithuanian } } } custom_name = { desc = estate_nayaks trigger = { tag = VIJ } } custom_name = { desc = estate_samantas trigger = { tag = ORI } } custom_name = { desc = estate_kshatriyas trigger = { religion = hinduism } } custom_name = { desc = estate_mansabdars trigger = { tag = MUG } } custom_name = { desc = estate_tetecuhtin trigger = { religion = nahuatl } } custom_name = { desc = estate_andriana trigger = { tag = MIR } } custom_name = { desc = estate_amirs trigger = { religion_group = muslim NOT = { technology_group = ottoman } #Should possibly be more restricted } } custom_name = { desc = estate_planters trigger = { tag = USA } } # Does the AI want to give any extra territory beyond the minimum? ai_territory_modifier = { trigger = { has_idea_group = aristocracy_ideas num_of_cities = 10 } value = 5 } ai_territory_modifier = { trigger = { has_idea_group = influence_ideas num_of_cities = 10 } value = 5 } # For province assignment ai_grant_province = { factor = 1 modifier = { factor = 0.5 development = 20 } modifier = { factor = 2 NOT = { development = 10 } } modifier = { factor = 0.1 has_estate = estate_cossacks has_terrain = steppe } modifier = { factor = 0.75 has_owner_culture = yes } modifier = { factor = 0.75 province_trade_power = 5 } modifier = { factor = 0.75 province_trade_power = 10 } } # Special interactions interaction = { name = "CALL_DIET" icon = 1 years_between_use = 20 trigger = { always = yes } effect = { add_prestige = -5 add_estate_loyalty = { estate = estate_nobles loyalty = 15 } add_estate_influence_modifier = { estate = estate_nobles desc = EST_VAL_DIET_HELD influence = 10 duration = 7300 } } ai_will_do = { factor = 1 modifier = { factor = 0 estate_influence = { estate = estate_nobles influence = 60 } } modifier = { factor = 0 estate_loyalty = { estate = estate_nobles loyalty = 30 } } } } interaction = { name = "GRANT_GENERALSHIP" icon = 5 years_between_use = 10 potential = { NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_burghers_disaster } } trigger = { estate_loyalty = { estate = estate_nobles loyalty = 30 } estate_influence = { estate = estate_nobles influence = 40 } } effect = { create_general = 40 add_estate_influence_modifier = { estate = estate_nobles desc = EST_VAL_GRANTED_GENERALSHIP influence = 20 duration = 3650 } } ai_will_do = { factor = 0 } } interaction = { name = "RECRUIT_CONQUISTADOR_ESTATES" icon = 19 years_between_use = 15 potential = { has_idea = quest_for_the_new_world NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_burghers_disaster } } trigger = { estate_loyalty = { estate = estate_nobles loyalty = 30 } estate_influence = { estate = estate_nobles influence = 40 } } effect = { create_conquistador = 40 add_estate_influence_modifier = { estate = estate_nobles desc = EST_VAL_RECRUITED_CONQUISTADOR influence = 15 duration = 5475 } } ai_will_do = { factor = 0 } } interaction = { name = "DEMAND_SUPPORT_NOBLES" icon = 4 years_between_use = 20 potential = { NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_burghers_disaster } } trigger = { estate_loyalty = { estate = estate_nobles loyalty = 30 } estate_influence = { estate = estate_nobles influence = 25 } } effect = { if = { limit = { NOT = { estate_influence = { estate = estate_nobles influence = 50 } } } add_mil_power = 50 } if = { limit = { estate_influence = { estate = estate_nobles influence = 50 } NOT = { estate_influence = { estate = estate_nobles influence = 75 } } } add_mil_power = 100 } if = { limit = { estate_influence = { estate = estate_nobles influence = 75 } NOT = { estate_influence = { estate = estate_nobles influence = 100 } } } add_mil_power = 150 } if = { limit = { estate_influence = { estate = estate_nobles influence = 100 } } add_mil_power = 200 } add_estate_loyalty = { estate = estate_nobles loyalty = -20 } } ai_will_do = { factor = 0 } } interaction = { ...
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