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@@ -18,7 +18,7 @@ po_raid_churches = {
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}
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warscore_cap = 40 # Warscore cost will never go above this value. Only enabled if non-negative. This value defaults to -1.
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requires_demand_independence = yes # Whether this can be demanded by the former subject in an independence war without also demanding independence.
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-
is_make_subject =
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is_make_subject = no # This will make the treaty mutually exclusive with other treaties that makes the giver a subject, or that explicitly frees the giver from their current overlord.
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requires_is_allowed = no # If set to "yes", treaty will only be visible when explicitly allowed by casus belli. If not, it will be available but cost diplomatic power.
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is_visible = { # Defaults to equivalent of "always = yes"
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@@ -0,0 +1,46 @@
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1
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demand_sacirifces = {
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2
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category = 6
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3
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power_projection = vassalized_rival
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4
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power_cost_base = 0.0
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5
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prestige_base = 0.1
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6
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ae_base = 0.05
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7
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warscore_cost = {
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8
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all_provinces = 0.0
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9
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no_provinces = 50.0
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10
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owner_keeps = 0.0
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11
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conquered = 0.0
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12
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returned_core = 0.0
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13
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released_nation = 0.0
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14
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cancelled_subject = 0.0
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concede_colonial_region = 0.0
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}
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warscore_cap = 50
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requires_demand_independence = yes
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is_make_subject = no
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requires_is_allowed = no
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is_visible = {
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has_government_mechanic = blood_gathering_mechanic
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}
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is_allowed = {
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always = yes
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}
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effect = {
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add_government_power = {
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mechanic_type = blood_gathering_mechanic
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power_type = blood
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value = 10
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}
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}
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ai_weight = {
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export_to_variable = {
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variable_name = ai_value
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value = 1
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}
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40
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limit = {
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is_neighbor_of = FROM
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total_development = FROM
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}
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}
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}
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@@ -0,0 +1,67 @@
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1
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make_nahuatl_tributary = {
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category = 6
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power_projection = vassalized_rival
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4
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power_cost_base = 1.0
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5
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prestige_base = 0.1
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6
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ae_base = 0.2
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7
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warscore_cost = {
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8
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all_provinces = 0.5
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9
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no_provinces = 0.0
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10
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owner_keeps = 0.0
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11
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conquered = 0.0
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12
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returned_core = 0.0
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released_nation = 0.0
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14
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cancelled_subject = 0.0
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concede_colonial_region = 0.0
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}
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warscore_cap = 75
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requires_demand_independence = yes
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is_make_subject = yes
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requires_is_allowed = no
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is_visible = {
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can_be_overlord = nahuatl_tributary
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OR = {
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FROM = { religion = nahuatl }
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FROM = { religion = mesoamerican_religion }
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}
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is_subject = no
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FROM = { is_subject = no }
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}
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is_allowed = {
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always = yes
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}
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effect = {
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FROM = {
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every_ally = {
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FROM = { break_alliance = PREV }
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}
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every_subject_country = {
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limit = {
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is_subject_of_type = nahuatl_tributary
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}
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ROOT = {
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create_subject = {
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subject = PREV
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subject_type = nahuatl_tributary
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}
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}
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}
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}
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create_subject = {
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subject = FROM
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subject_type = nahuatl_tributary
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}
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join_all_defensive_wars_of = FROM
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}
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ai_weight = {
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export_to_variable = {
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variable_name = ai_value
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value = 100
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}
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limit = {
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total_development = FROM
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}
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}
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}
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@@ -0,0 +1,61 @@
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1
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spread_dynasty = {
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2
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category = 6
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3
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power_projection = vassalized_rival
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4
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power_cost_base = 0.0
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5
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prestige_base = 0.1
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6
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ae_base = 0
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7
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warscore_cost = {
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8
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all_provinces = 0.0
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9
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no_provinces = 50.0
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10
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owner_keeps = 0.0
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11
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conquered = 0.0
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returned_core = 0.0
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13
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released_nation = 0.0
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cancelled_subject = 0.0
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concede_colonial_region = 0.0
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}
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warscore_cap = 50
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requires_demand_independence = yes
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is_make_subject = no
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requires_is_allowed = no
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is_visible = {
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has_country_flag = hab_spread_von_habsburgs_peace_offer
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government = monarchy
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has_government_attribute = heir
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religion_group = christian
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FROM = {
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religion_group = christian
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NOT = { dynasty = ROOT }
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NOT = { has_government_attribute = fixed_dynasty }
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government = monarchy
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}
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}
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is_allowed = {
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always = yes
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}
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effect = {
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add_adm_power = 25
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add_dip_power = 25
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add_mil_power = 25
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FROM = {
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if = {
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limit = {
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has_heir = yes
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}
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kill_heir = { }
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}
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define_ruler = {
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dynasty = ROOT
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culture = ROOT
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}
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}
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}
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ai_weight = {
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export_to_variable = {
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variable_name = ai_value
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value = 1
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}
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}
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}
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