# OBS! Full modding not supported. Code support still needed to remove/rename the original subject types. # Custom ones CAN be created with scriptable diplomatic actions (see "dummy" at the bottom of this file), although this is not currently very functional. # If used, copy_from should be put at the very top ( things above it will be overwitten ) # Triggers will be evaluated in the scope of the Subject, with the Overlord as its FROM scope. # Exception: is_potential_overlord is evaluated in the scope of the potential Overlord, with no particular subject in mind. # count = x is used (means it "counts as" x in some triggers). # copy_from copies everything except count and is_potential_overlord # relative_power_class decides how Subjects are grouped together when considering relative strenghth towards overlord: # If it is 0 they won't consider relative power and if it is 1 they will only consider their own power (and those supporting their independence) compared to their Overlord's. # Otherwise they will sum up the power of every Subject of the same relative_power_class as themselves, and all countries who support either themselves or one of their allies in the same relative_power_class. # diplomacy_view_class decides how subjects are grouped together in diplomacy view and in foreign province view: # 0 means it won't be listed # 1 means it will be listed together only with the same subject type # Other values means it will be listed together with all subjects of the same diplomacy_view_class # The following status checks are considered in old triggers: # is_colonial_nation & is_former_colonial_nation # checks the 'has_colonial_parent = yes' attribute # is_lesser_in_union, junior_union_with, senior_union_with & years_in_union_under # checks the 'has_overlords_ruler = yes' attribute # Forward declaring all subject types so they can refer to each other in triggers etc. vassal = {} march = {} daimyo_vassal = {} appanage = {} personal_union = {} client_vassal = {} client_march = {} colony = {} crown_colony = {} private_enterprise = {} self_governing_colony = {} tributary_state = {} eyalet = {} core_eyalet = {} commercial_enterprise = {} trade_protectorate = {} hereditary_pronoia_subject_type = {} pronoia_subject_type = {} cultural_sphere_of_influence_subject = {} default = { # Graphics: sprite = GFX_icon_vassal diplomacy_overlord_sprite = GFX_diplomacy_leadvassal # The one that the overlord sees diplomacy_subject_sprite = GFX_diplomacy_amvassal # The one that the subject sees # Triggers: is_potential_overlord = { always = no } # This part is not copied in copy_from. Actual default is equivalent to always = yes # Properties: has_overlords_ruler = no can_fight_independence_war = yes is_voluntary = no # Whether they can leave the relationship whenever they want transfer_trade_power = no transfer_trade_if_merchant_republic = no joins_overlords_wars = yes can_be_co_belligerented = no #Enemies can force this subject to join its overlord into the defense war. Only used when the subject has the "joins_overlords_wars = no". By default it's "no". must_accept_cta_from_overlord = no #Overlord can ask subject to join wars like it could ask allies to join. You would require favors to call them to wars. Only used when the subject has the "joins_overlords_wars = no". By default it's "no" favors_cost_to_join_offensive_wars = 0 #Defines how much favors the overlord need to invest to call the subject into an offensive war favors_cost_to_join_defensive_wars = 0 #Defines how much favors the overlord need to invest to call the subject into a defensive war opinion_cost_to_join_offensive_wars = 0 #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan opinion_cost_to_join_defensive_wars = 0 #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan opinion_cost_instead_of_favors_cost = no #Determines if the subject requires favors or opinion to join a the war. If set "yes" then it requires the aforementioned opinion costs - regardless if Leviathan is active or not. "No" is the default setting opinion_on_subject_integration = 30 #Determines how much opinion they actually lose when a fellow subject gets integrated. joins_colonial_wars = no can_be_integrated = no can_release_and_play = no # "Release Colony" in SubjectView uses_tariffs = no dynamically_created_during_history = no # If the country is automatically created. ( Makes for special checks during history ) eats_overlords_colonies = no # Wheter subject assumes control of overlord's colonies in same colonial region. has_colonial_parent = no # Regulates most rules that should hold only for colonies overlord_can_attack = yes overlord_can_be_subject = no can_have_subjects_of_other_types = no can_be_annexed = no takes_diplo_slot = yes has_power_projection = yes can_release_in_peace = yes uses_military_focus = yes overlord_protects_external = no # Whether overlord always gets called (declinable) against countries without the same overlord. When this is 'no' overlord will only join if the defender would have been blocked (by its subject type) from attacking the attacker. counts_for_borders = yes # Whether distance between borders counts this subject type as part of its overlord's borders. overlord_enforce_peace_attacking = no # Whether the overlord can enforce peace on the subject's enemy even when the subject is the attacker can_use_claims = yes # Whether the overlord can use the subject's claims and cores for declaring war gives_daimyo_bonuses = no gets_help_with_rebels = no # Only for AI. Bidirectional. share_rebel_popup = yes # Whether the Overlord gets popups about Subject's rebels and sees them in Stability View. separatists_become_subjects = no # Whether separatist rebels enforcing demands will become subjects of the overlord. allows_taking_land_without_independence = no can_transfer_in_peace = yes # Whether this subject type can be made into a vassal with the "Transfer Subject" Age Ability. can_set_mil_focus = yes can_send_missionary_to_subject = yes # Requires Cradle of Civilization can_union_break = no # Only works together with has_overlords_ruler overlord_can_fabricate_for = yes does_overlord_size_count_for_warscore_cost = yes is_colony_subtype = no is_march = no forms_trade_companies = yes can_concentrate_development = yes can_have_great_projects_moved_by_overlord = yes extend_trading_range = no can_gain_favors = no max_government_rank = 0 # 0 means no limit cities_required_for_bonuses = 0 # How many cities the subject needs before giving bonuses to overlord trust_on_start = 35 # Overlord and subject will each get this much extra trust with each other at game start base_liberty_desire = 0.0 liberty_desire_negative_prestige = 0.0 liberty_desire_development_ratio = 0.0 liberty_desire_same_dynasty = 0.0 liberty_desire_revolution = 30.0 # Liberty desire at 100% revolution spread in country pays_overlord = 0.0 # 1.0 represents the amount payed by vassals forcelimit_to_overlord = 0.0 # Percent of subject FL to use as base for modifiers naval_forcelimit_to_overlord = 0.0 # Percent of subject FL to use as base for modifiers manpower_to_overlord = 0.0 # Percent of subject FL to use as base for modifiers sailors_to_overlord = 0.0 # Percent of subject FL to use as base for modifiers military_focus = 1.0 # How much the AI subject should spend etc. on army and forts. 0 should make them spend nothing. Very high values will probably not make a big difference since there will be sanity checks. annex_cost_per_development = 8.0 # annex/integrate cost per development relative_power_class = 1 # See description above should_quit_wars_on_activation = yes diplomacy_view_class = 1 # See description above can_fight = { } can_rival = { } can_ally = { } can_marry = { } # Subject Interactions: # (continuous) embargo_rivals = yes support_loyalists = no subsidize_armies = no scutage = no send_officers = no divert_trade= no # (immediate) placate_rulers = yes place_relative_on_throne = no enforce_religion = yes customize_subject = no replace_governor = no grant_province = yes enforce_culture = no siphon_income = no fortify_march = no seize_territory = no start_colonial_war = no grant_core_claim = yes sacrifice_ruler = no sacrifice_heir = no increase_tariffs = no decrease_tariffs = no takeondebt = yes bestow_gifts = no send_additional_troops = no demand_artifacts = no demand_additional_tribute = no force_seppuku = no press_sailors = no contribute_to_capital = no force_isolation = no return_land = no conscript_general = no knowledge_sharing = yes block_settlement_growth = yes allow_settlement_growth = yes change_colonial_type = no upgrade_subject_type = no seize_court_resources = no request_extra_levies = no grant_administrative_autonomy = no # disable_inheritance = yes # Use this for Personal Union types of subjects to disallow the inheriting mechanic # (special) sword_hunt = no sankin_kotai = no expel_ronin = no # Modifiers: modifier_subject = clear # Use this to clear after copy_from. modifier_subject = { # Otherwise, this only adds modifiers, and doesn't remove previously added. modifier = subject_nation } modifier_overlord = clear overlord_opinion_modifier = null # If not "null" it will look for a modifier with that name in 00_opinion_modifiers.txt and other files in that directory. subject_opinion_modifier = null } vassal = { copy_from = default # Graphics: sprite = GFX_icon_vassal diplomacy_overlord_sprite = GFX_diplomacy_leadvassal diplomacy_subject_sprite = GFX_diplomacy_amvassal # Properties: transfer_trade_if_merchant_republic = yes can_be_annexed = yes has_power_projection = no gets_help_with_rebels = yes forms_trade_companies = no max_government_rank = 1 liberty_desire_development_ratio = 0.25 liberty_desire_same_dynasty = -5.0 pays_overlord = 1.0 forcelimit_to_overlord = 0.1 relative_power_class = 2 should_quit_wars_on_activation = yes restoration_cb = cb_disloyal_vassal # Subject Interactions: scutage = yes place_relative_on_throne = yes sacrifice_ruler = yes sacrifice_heir = yes divert_trade = yes seize_territory = yes # Modifiers: modifier_subject = { modifier = vassal_nation } modifier_overlord = { modifier = vassal_subject } modifier_overlord = { modifier = pirate_subject trigger = { has_government_attribute = is_pirate_republic_reform overlord = { has_government_attribute = pirate_vassal_bonus } } } modifier_subject = { modifier = subject_tax_modifier trigger = { overlord = { has_government_attribute = subject_tax_modifier_25 } } } modifier_subject = { modifier = same_religion_subject_bonus_mod trigger = { overlord = { has_government_attribute = same_religion_subject_bonus religion = PREV } } } overlord_opinion_modifier = is_vassal subject_opinion_modifier = is_vassal } march = { copy_from = vassal # Graphics: sprite = GFX_icon_march diplomacy_overlord_sprite = GFX_diplomacy_leadmarch diplomacy_subject_sprite = GFX_diplomacy_weakmarch # Properties: pays_overlord = 0.0 military_focus = 1.5 base_liberty_desire = -15.0 can_be_annexed = no forcelimit_to_overlord = 0.2 is_march = yes forms_trade_companies = no # Subject Interactions: scutage = no subsidize_armies = yes fortify_march = yes send_officers = yes # Modifiers: modifier_overlord = clear #We don't want to duplicate the ones inherited from vassal modifier_subject = clear #Ditto modifier_subject = { modifier = subject_nation } modifier_overlord = { modifier = march_subject } modifier_subject = { modifier = march_bonus trigger = { NOT = { development_of_overlord_fraction = 0.25 } } expiration_message_overlord = MARCHTOOLARGE expiration_message_subject = MARCHTOOLARGEUS } modifier_subject = { modifier = subject_tax_modifier trigger = { overlord = { has_government_attribute = subject_tax_modifier_25 } } } modifier_subject = { modifier = same_religion_subject_bonus_mod trigger = { overlord = { has_government_attribute = same_religion_subject_bonus religion = PREV } } } } daimyo_vassal = { copy_from = vassal count = vassal # Properties: has_power_projection = yes takes_diplo_slot = no gives_daimyo_bonuses = yes gets_help_with_rebels = no separatists_become_subjects = yes allows_taking_land_without_independence = yes can_use_claims = no forms_trade_companies = no can_concentrate_development = no trust_on_start = 0 base_liberty_desire = 10.0 military_focus = 1.2 relative_power_class = 1 should_quit_wars_on_activation = yes can_fight = { same_overlord = daimyo_vassal } can_rival = { same_overlord = daimyo_vassal } can_ally = { same_overlord = daimyo_vassal } can_marry = { same_overlord = daimyo_vassal } # Subject Interactions #(disable) scutage = no grant_core_claim = yes grant_province = yes place_relative_on_throne = no enforce_religion = no enforce_culture = no seize_territory = no #(enable) force_seppuku = yes contribute_to_capital = yes conscript_general = yes force_isolation = yes return_land = yes #(special) sword_hunt = yes sankin_kotai = yes expel_ronin = yes # Modifiers modifier_overlord = clear #We don't want to duplicate the ones inherited from vassal modifier_subject = clear #Ditto modifier_subject = { modifier = subject_nation } modifier_overlord = { modifier = daimyo_subject } } appanage = { copy_from = vassal count = vassal sprite = GFX_icon_appanage diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_appanage diplomacy_subject_sprite = GFX_icon_diplomacy_am_appanage # Properties: has_power_projection = yes takes_diplo_slot = yes gets_help_with_rebels = no separatists_become_subjects = yes allows_taking_land_without_independence = yes forms_trade_companies = no can_concentrate_development = no liberty_desire_development_ratio = 0.25 trust_on_start = 0 base_liberty_desire = 35.0 military_focus = 1.2 relative_power_class = 1 should_quit_wars_on_activation = yes can_fight = { same_overlord = appanage } can_rival = { same_overlord = appanage } can_ally = { same_overlord = appanage } can_marry = { same_overlord = appanage } # Subject Interactions seize_court_resources = yes request_extra_levies = yes grant_administrative_autonomy = yes #(disable) scutage = yes grant_core_claim = yes grant_province = yes place_relative_on_throne = no enforce_religion = no enforce_culture = no seize_territory = no #(enable) contribute_to_capital = yes return_land = yes conscript_general = yes # Modifiers modifier_overlord = clear #We don't want to duplicate the ones inherited from vassal modifier_subject = clear #Ditto modifier_subject = { modifier = appanage_subject } modifier_subject = { modifier = subject_tax_modifier trigger = { overlord = { has_government_attribute = subject_tax_modifier_25 } } } modifier_overlord = { modifier = appanage_overlord } } personal_union = { copy_from = default # Graphics: sprite = GFX_court_union diplomacy_overlord_sprite = GFX_diplomacy_leadunions diplomacy_subject_sprite = GFX_diplomacy_inunion # Properties: has_overlords_ruler = yes can_be_integrated = yes overlord_can_attack = no has_power_projection = no gets_help_with_rebels = yes can_have_subjects_of_other_types = yes can_union_break = yes transfer_subjects_when_made = yes can_concentrate_development = no extend_trading_range = yes liberty_desire_negative_prestige = 1.0 military_focus = 0.66 relative_power_class = 1 should_quit_wars_on_activation = yes restoration_cb = cb_restore_personal_union # Subject Interactions: placate_rulers = no enforce_culture = yes siphon_income = yes support_loyalists = yes # Modifiers: modifier_overlord = { modifier = union_subject } modifier_overlord = { trigger = { overlord = { has_government_attribute = personal_union_war_contribution } } modifier = pu_overlord_bonus } modifier_subject = { trigger = { overlord = { has_government_attribute = personal_union_war_contribution } } modifier = pu_subject_bonus } overlord_opinion_modifier = in_union subject_opinion_modifier = in_union } client_vassal = { copy_from = vassal count = vassal # Graphics: diplomacy_overlord_sprite = GFX_diplomacy_leadclients diplomacy_subject_sprite = GFX_diplomacy_areclients # Properties: created_by_overlord = yes extend_trading_range = yes base_liberty_desire = -25.0 liberty_desire_revolution = 0 # Subject Interactions: customize_subject = yes } client_march = { copy_from = march count = march # Graphics: diplomacy_overlord_sprite = GFX_diplomacy_leadclients diplomacy_subject_sprite = GFX_diplomacy_areclients # Properties: created_by_overlord = yes extend_trading_range = yes base_liberty_desire = -40.0 liberty_desire_revolution = 0 # Subject Interactions: customize_subject = yes } colony = { copy_from = default # Graphics: sprite = GFX_subject_colony_icon diplomacy_overlord_sprite = GFX_diplomacy_leadcolony diplomacy_subject_sprite = GFX_diplomacy_subjectcolony # Properties: can_release_and_play = yes uses_tariffs = yes eats_overlords_colonies = yes has_colonial_parent = yes overlord_can_attack = no overlord_can_be_subject = yes takes_diplo_slot = no can_release_in_peace = no dynamically_created_during_history = yes overlord_enforce_peace_attacking = yes can_transfer_in_peace = no press_sailors = yes transfer_trade_power = yes can_concentrate_development = no extend_trading_range = yes liberty_desire_development_ratio = 0.1 opinion_on_subject_integration = 0 max_government_rank = 1 cities_required_for_bonuses = 10 relative_power_class = 0 should_quit_wars_on_activation = yes can_fight = { other_overlord = colony other_overlord = crown_colony other_overlord = private_enterprise other_overlord = self_governing_colony neighboring_primitives = yes colonial_region_nations = yes } can_rival = { other_overlord = colony other_overlord = crown_colony other_overlord = private_enterprise other_overlord = self_governing_colony neighboring_primitives = yes colonial_region_nations = yes } can_ally = { neighboring_primitives = yes } # Subject Interactions: customize_subject = yes replace_governor = yes start_colonial_war = yes increase_tariffs = yes decrease_tariffs = yes enforce_culture = yes # Modifiers: modifier_overlord = { modifier = large_colonial_nation trigger = { num_of_cities = 10 } } modifier_subject = { modifier = new_world_exploitation_modifier trigger = { overlord = { has_government_attribute = extra_trade_goods_for_colonial_subjects } } } modifier_subject = { modifier = gbr_colonial_investment trigger = { overlord = { has_country_modifier = gbr_new_world_dominance } } } overlord_opinion_modifier = colonial_relation subject_opinion_modifier = colonial_relation } crown_colony = { copy_from = colony sprite = GFX_icon_crown_colony diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_crown_colony diplomacy_subject_sprite = GFX_icon_diplomacy_am_crown_colony change_colonial_type = yes upgrade_subject_type = yes is_colony_subtype = yes can_send_missionary_to_subject = yes count = colony forcelimit_to_overlord = 0.3 manpower_to_overlord = 0.3 naval_forcelimit_to_overlord = 0.01 sailors_to_overlord = 0.01 # Subject Interactions: embargo_rivals = yes support_loyalists = yes subsidize_armies = yes send_officers = yes enforce_religion = yes takeondebt = yes block_settlement_growth = yes allow_settlement_growth = yes enforce_culture = yes # Modifiers: modifier_overlord = clear modifier_overlord = { modifier = crown_colony_overlord } modifier_subject = { modifier = crown_colony_subject } } private_enterprise = { copy_from = colony sprite = GFX_icon_private_enterprise diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_private_enterprise diplomacy_subject_sprite = GFX_icon_diplomacy_am_private_enterprise change_colonial_type = yes upgrade_subject_type = yes is_colony_subtype = yes count = colony forcelimit_to_overlord = 0.0 manpower_to_overlord = 0.0 naval_forcelimit_to_overlord = 0.3 sailors_to_overlord = 0.3 # Subject Interactions: replace_governor = no block_settlement_growth = no allow_settlement_growth = no enforce_culture = yes # Modifiers: modifier_overlord = clear modifier_overlord = { modifier = private_enterprise_overlord } modifier_subject = { modifier = private_enterprise_subject } } self_governing_colony = { copy_from = colony sprite = GFX_icon_self_governing_colony diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_self_governing_colony diplomacy_subject_sprite = GFX_icon_diplomacy_am_self_governing_colony change_colonial_type = yes upgrade_subject_type = yes is_colony_subtype = yes count = colony forcelimit_to_overlord = 0.002 manpower_to_overlord = 0.002 naval_forcelimit_to_overlord = 0.002 sailors_to_overlord = 0.002 # Subject Interactions: replace_governor = no block_settlement_growth = no allow_settlement_growth = no press_sailors = no enforce_culture = yes # Modifiers: modifier_overlord = clear modifier_overlord = { modifier = self_governing_colony_overlord } modifier_subject = { modifier = self_governing_colony_subject } } tributary_state = { #If similar subject added check if it needs to be added to these scripted triggers: #is_subject_except_tributary_trigger #is_free_or_tributary_trigger copy_from = default can_have_great_projects_moved_by_overlord = no # Triggers: is_potential_overlord = { OR = { AND = { has_dlc = "Mandate of Heaven" NOT = { is_subject_of_type = tributary_state } OR = { has_reform = celestial_empire has_government_attribute = has_tributaries has_country_flag = can_create_tributaries_flag has_country_flag = can_create_tributaries_flag_estate is_nomad = yes religion_group = eastern technology_group = chinese technology_group = polynesian_tech } } has_country_flag = forced_tributary_state #A special flag for the Ottomans so they can get Crimea without allowing them to make tributaries by default } } # Graphics: sprite = GFX_subject_tributary_state diplomacy_overlord_sprite = GFX_diplomacy_leadtributary diplomacy_subject_sprite = GFX_diplomacy_amtributary # Properties: can_fight_independence_war = no joins_overlords_wars = no joins_colonial_wars = no is_voluntary = yes overlord_can_attack = yes takes_diplo_slot = no base_liberty_desire = -5 relative_power_class = 1 should_quit_wars_on_activation = no can_send_tribute = yes can_have_subjects_of_other_types = yes uses_military_focus = no overlord_protects_external = yes counts_for_borders = no can_use_claims = no share_rebel_popup = no can_transfer_in_peace = no can_set_mil_focus = no can_send_missionary_to_subject = no overlord_can_fabricate_for = no does_overlord_size_count_for_warscore_cost = no can_concentrate_development = no overlord_enforce_peace_attacking = yes liberty_desire_development_ratio = 0.175 trust_on_start = 0 overlord_opinion_modifier = is_tributary subject_opinion_modifier = is_tributary can_fight = { independent_nations = yes same_overlord = tributary_state other_overlord = all } can_rival = { independent_nations = yes same_overlord = tributary_state other_overlord = all } can_ally = { independent_nations = yes same_overlord = tributary_state other_overlord = all } can_marry = { independent_nations = yes same_overlord = tributary_state other_overlord = all } # Subject Interactions: # (immediate) enforce_religion = no grant_core_claim = no bestow_gifts = yes send_additional_troops = yes demand_artifacts = yes demand_additional_tribute = yes block_settlement_growth = no allow_settlement_growth = no placate_rulers = no knowledge_sharing = no # (continuous) embargo_rivals = no # Modifiers: modifier_subject = clear # Tributaries don't get the ordinary subject_nation penalty modifier_subject = { modifier = tributary_state_behind_overlord_tech_adm trigger = { ROOT = { NOT = { adm_tech = FROM } } } } modifier_subject = { modifier = tributary_state_behind_overlord_tech_dip trigger = { ROOT = { NOT = { dip_tech = FROM } } } } modifier_subject = { modifier = tributary_state_behind_overlord_tech_mil trigger = { ROOT = { NOT = { mil_tech = FROM } } } } } eyalet = { copy_from = default # Graphics: sprite = GFX_icon_eyalet diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_eyalet diplomacy_subject_sprite = GFX_icon_diplomacy_am_eyalet # Properties: transfer_trade_power = yes joins_overlords_wars = no can_be_annexed = no has_power_projection = no gets_help_with_rebels = yes forms_trade_companies = no takes_diplo_slot = no extend_trading_range = yes counts_for_borders = yes max_government_rank = 2 can_be_co_belligerented = yes must_accept_cta_from_overlord = yes can_gain_favors = yes favors_cost_to_join_offensive_wars = 20 #Defines how much favors the overlord need to invest to call the subject into an offensive war favors_cost_to_join_defensive_wars = 10 #Defines how much favors the overlord need to invest to call the subject into a defensive war opinion_cost_to_join_offensive_wars = 40 #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan opinion_cost_to_join_defensive_wars = 20 #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan opinion_on_subject_integration = 0 liberty_desire_development_ratio = 0.1 liberty_desire_same_dynasty = -5.0 pays_overlord = 1.25 forcelimit_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers naval_forcelimit_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers manpower_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers sailors_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers relative_power_class = 2 should_quit_wars_on_activation = yes restoration_cb = cb_disloyal_eyalet # Subject Interactions: support_loyalists = yes place_relative_on_throne = yes sacrifice_ruler = yes sacrifice_heir = yes divert_trade = yes seize_territory = yes siphon_income = yes # Modifiers: modifier_subject = clear # Use this to clear after copy_from. modifier_subject = { modifier = subject_tax_modifier trigger = { overlord = { has_government_attribute = subject_tax_modifier_25 } } } modifier_subject = { modifier = same_religion_subject_bonus_mod trigger = { overlord = { has_government_attribute = same_religion_subject_bonus religion = PREV } } } modifier_subject = { modifier = eyalet_modifier } overlord_opinion_modifier = is_eyalet subject_opinion_modifier = is_eyalet } core_eyalet = { copy_from = eyalet # Graphics: sprite = GFX_icon_core_eyalet diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_core_eyalet diplomacy_subject_sprite = GFX_icon_diplomacy_am_core_eyalet # Properties: can_be_annexed = yes max_government_rank = 2 liberty_desire_development_ratio = 0.1 liberty_desire_same_dynasty = -5.0 pays_overlord = 1.5 forcelimit_to_overlord = 0.2 # Percent of subject FL to use as base for modifiers naval_forcelimit_to_overlord = 0.2 # Percent of subject FL to use as base for modifiers manpower_to_overlord = 0.2 # Percent of subject FL to use as base for modifiers sailors_to_overlord = 0.2 # Percent of subject FL to use as base for modifiers annex_cost_per_development = 6.0 # annex/integrate cost per development must_accept_cta_from_overlord = no relative_power_class = 1 should_quit_wars_on_activation = yes restoration_cb = cb_disloyal_eyalet # Subject Interactions: # Modifiers: modifier_subject = clear # Use this to clear after copy_from. modifier_subject = { modifier = subject_tax_modifier trigger = { overlord = { has_government_attribute = subject_tax_modifier_25 } } } modifier_subject = { modifier = same_religion_subject_bonus_mod trigger = { overlord = { has_government_attribute = same_religion_subject_bonus religion = PREV } } } modifier_subject = { modifier = eyalet_modifier } overlord_opinion_modifier = is_eyalet subject_opinion_modifier = is_eyalet } #Trade Company Subject commercial_enterprise = { copy_from = default # Graphics: sprite = GFX_icon_commercial_enterprise diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_commercial_enterprise diplomacy_subject_sprite = GFX_icon_diplomacy_am_commercial_enterprise # Properties: overlord_can_attack = no overlord_can_be_subject = yes takes_diplo_slot = no can_release_in_peace = no overlord_enforce_peace_attacking = yes can_transfer_in_peace = no has_colonial_parent = yes transfer_trade_power = yes can_concentrate_development = yes can_have_great_projects_moved_by_overlord = yes extend_trading_range = yes overlord_protects_external = yes uses_tariffs = yes opinion_on_subject_integration = 0 liberty_desire_development_ratio = 0.05 max_government_rank = 2 cities_required_for_bonuses = 10 relative_power_class = 0 should_quit_wars_on_activation = yes can_fight = { independent_nations = yes other_overlord = all } can_rival = { independent_nations = yes other_overlord = all } can_ally = { independent_nations = yes other_overlord = all } forcelimit_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers naval_forcelimit_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers manpower_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers sailors_to_overlord = 0.1 # Percent of subject FL to use as base for modifiers # Subject Interactions: # (continuous) embargo_rivals = yes subsidize_armies = yes divert_trade = yes fortify_march = yes send_officers = yes # (immediate) placate_rulers = yes enforce_religion = yes replace_governor = yes grant_province = yes enforce_culture = yes siphon_income = yes seize_territory = yes start_colonial_war = yes grant_core_claim = yes sacrifice_ruler = yes sacrifice_heir = yes increase_tariffs = yes decrease_tariffs = yes takeondebt = yes press_sailors = yes return_land = yes knowledge_sharing = yes block_settlement_growth = yes allow_settlement_growth = yes upgrade_subject_type = yes can_release_and_play = yes # "Release Colony" in SubjectView # Modifiers: modifier_overlord = { modifier = large_colonial_nation trigger = { num_of_cities = 10 } } modifier_overlord = { modifier = private_enterprise_overlord } modifier_subject = { modifier = private_enterprise_subject } modifier_overlord = { modifier = gbr_emperor_of_india_overlord_bonus trigger = { overlord = { has_country_modifier = gbr_emperor_of_india } } } modifier_subject = { modifier = gbr_emperor_of_india_subject_bonus trigger = { overlord = { has_country_modifier = gbr_emperor_of_india } } } overlord_opinion_modifier = is_trade_company subject_opinion_modifier = is_trade_company } trade_protectorate = { copy_from = default can_have_great_projects_moved_by_overlord = no # Triggers: is_potential_overlord = { } # Graphics: sprite = GFX_icon_trade_protectorate diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_trade_protectorate diplomacy_subject_sprite = GFX_icon_diplomacy_am_trade_protectorate # Properties: can_fight_independence_war = yes joins_overlords_wars = no joins_colonial_wars = no can_be_co_belligerented = yes #Enemies can force this subject to join its overlord into the defense war. Only used when the subject has the "joins_overlords_wars = no". By default it's "no". must_accept_cta_from_overlord = yes #Overlord can ask subject to join wars like it could ask allies to join. You would require favors to call them to wars. Only used when the subject has the "joins_overlords_wars = no". By default it's "no" opinion_cost_to_join_offensive_wars = 100 #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan opinion_cost_to_join_defensive_wars = 50 #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan opinion_cost_instead_of_favors_cost = yes #Determines if the subject requires favors or opinion to join a the war. If set "yes" then it requires the aforementioned opinion costs - regardless if Leviathan is active or not. "No" is the default setting opinion_on_subject_integration = 0 #Determines how much opinion they actually lose when a fellow subject gets integrated. overlord_can_attack = yes takes_diplo_slot = no base_liberty_desire = -10 relative_power_class = 1 should_quit_wars_on_activation = no can_have_subjects_of_other_types = yes uses_military_focus = no overlord_protects_external = yes counts_for_borders = no can_use_claims = no share_rebel_popup = no can_transfer_in_peace = no can_set_mil_focus = no can_send_missionary_to_subject = no overlord_can_fabricate_for = no does_overlord_size_count_for_warscore_cost = no can_concentrate_development = no transfer_trade_power = yes liberty_desire_development_ratio = 0.175 trust_on_start = 0 pays_overlord = 1.0 # 1.0 represents the amount payed by vassals overlord_opinion_modifier = is_trade_protectorate subject_opinion_modifier = is_trade_protectorate can_fight = { independent_nations = yes same_overlord = trade_protectorate other_overlord = all } can_rival = { independent_nations = yes same_overlord = trade_protectorate other_overlord = all } can_ally = { independent_nations = yes same_overlord = trade_protectorate other_overlord = all } can_marry = { independent_nations = yes same_overlord = trade_protectorate other_overlord = all } # Subject Interactions: # (immediate) block_settlement_growth = no allow_settlement_growth = no divert_trade = yes # Modifiers: modifier_subject = clear # Trade Protectorate don't get the ordinary subject_nation penalty modifier_subject = { modifier = trade_protectorate_subject_modifier } modifier_subject = { modifier = trade_protectorate_low_development_subject_modifier trigger = { NOT = { total_development = 200 } } } modifier_overlord = { modifier = trade_protectorate_overlord_modifier } modifier_subject = { modifier = gbr_emperor_of_india_subject_bonus trigger = { overlord = { has_country_modifier = gbr_emperor_of_india } } } } hereditary_pronoia_subject_type = { copy_from = vassal count = vassal # Graphics: sprite = GFX_icon_hereditary_pronoia_subject_type diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_hereditary_pronoia_subject_type diplomacy_subject_sprite = GFX_icon_diplomacy_am_hereditary_pronoia_subject_type # Properties: created_by_overlord = yes extend_trading_range = yes takes_diplo_slot = no can_be_integrated = no #can be inherited place_relative_on_throne = no #exploitable base_liberty_desire = 25.0 pays_overlord = 0.1 #purely military subject. Pays very little by default. forcelimit_to_overlord = 0.1 naval_forcelimit_to_overlord = 0.1 manpower_to_overlord = 0.2 sailors_to_overlord = 0.2 military_focus = 1.0 subsidize_armies = yes scutage = no send_officers = yes send_additional_troops = yes modifier_subject = { modifier = pronoia_base_modifiers } modifier_subject = { modifier = BYZ_extra_forcelimit_for_pronoiars trigger = { overlord = { has_country_flag = BYZ_extra_forcelimit_for_pronoiars_flag } } } modifier_subject = { modifier = BYZ_army_trad trigger = { overlord = { has_country_flag = BYZ_pronoia_subjects_get_3_yearly_army_tradition_flag } } } modifier_subject = { modifier = BYZ_discipline trigger = { overlord = { has_country_flag = BYZ_pronoia_will_get_5_discipline_flag } } } modifier_overlord = { modifier = pronoia_base_overlord_modifiers } modifier_overlord = { modifier = BYZ_pronoia_buff_army_tradition_modifier trigger = { army_size = 20 overlord = { mission_completed = BYZ_strategoi_realms } } } modifier_overlord = { modifier = BYZ_pronoia_land_forcelimit_penalty trigger = { NOT = { overlord = { has_country_flag = BYZ_no_pronoia_forcelimit_penalty } } } } } pronoia_subject_type = { #can be inherited # Graphics: sprite = GFX_icon_pronoia_subject_type diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_pronoia_subject_type diplomacy_subject_sprite = GFX_icon_diplomacy_am_pronoia_subject_type copy_from = hereditary_pronoia_subject_type count = hereditary_pronoia_subject_type disable_inheritance = yes # Use this for Personal Union types of subjects to disallow the inheriting mechanic base_liberty_desire = 50.0 } #Sphere of Influence cultural_sphere_of_influence_subject = { copy_from = default can_have_great_projects_moved_by_overlord = no # Triggers: is_potential_overlord = { has_government_mechanic = persian_influence_mechanic } # Graphics: sprite = GFX_icon_cultural_sphere_of_influence_subject diplomacy_overlord_sprite = GFX_icon_diplomacy_lead_cultural_sphere_of_influence_subject diplomacy_subject_sprite = GFX_icon_diplomacy_am_cultural_sphere_of_influence_subject # Properties: can_fight_independence_war = no joins_overlords_wars = no joins_colonial_wars = no is_voluntary = yes overlord_can_attack = yes takes_diplo_slot = no base_liberty_desire = -10 liberty_desire_negative_prestige = 2.0 relative_power_class = 1 should_quit_wars_on_activation = no can_have_subjects_of_other_types = yes uses_military_focus = no overlord_protects_external = yes counts_for_borders = no can_use_claims = no share_rebel_popup = no can_transfer_in_peace = no can_set_mil_focus = no can_send_missionary_to_subject = yes overlord_can_fabricate_for = no does_overlord_size_count_for_warscore_cost = no can_concentrate_development = no extend_trading_range = yes liberty_desire_development_ratio = 0.1 trust_on_start = 0 pays_overlord = 0.25 # 1.0 represents the amount payed by vassals overlord_opinion_modifier = is_sphere_of_influence_overlord subject_opinion_modifier = is_sphere_of_influence_subject can_fight = { independent_nations = yes same_overlord = cultural_sphere_of_influence_subject other_overlord = all } can_rival = { independent_nations = yes same_overlord = cultural_sphere_of_influence_subject other_overlord = all } can_ally = { independent_nations = yes same_overlord = cultural_sphere_of_influence_subject other_overlord = all } can_marry = { independent_nations = yes same_overlord = cultural_sphere_of_influence_subject other_overlord = all } # Subject Interactions: # (continuous) embargo_rivals = yes support_loyalists = yes subsidize_armies = yes send_officers = yes divert_trade= yes # (immediate) placate_rulers = no place_relative_on_throne = no grant_province = yes enforce_religion = no #A subject in your sphere which changes its religion will fall out of the sphere enforce_culture = no #Has a custom diplomatic action for it instead grant_core_claim = no takeondebt = yes bestow_gifts = yes send_additional_troops = yes demand_artifacts = yes demand_additional_tribute = yes conscript_general = yes knowledge_sharing = yes block_settlement_growth = no allow_settlement_growth = no # Modifiers: modifier_subject = clear modifier_overlord = { trigger = { overlord = { NOT = { primary_culture = prev } } } modifier = culturally_influencing_countries } modifier_overlord = { trigger = { overlord = { primary_culture = prev } } modifier = culturally_influencing_countries_same_culture } modifier_subject = { modifier = culturally_influenced_country } } # Completely scripted subject type (no code used). Add any number of these. Check common/new_diplomatic_actions for how to make visible in game. dummy = { copy_from = default }