# Government Requirements # ----------------------- # # Government authorities and civics use a custom list syntax instead of normal # triggers in potential and possible to specify valid combinations: # # # possible = { # # ethics = { # # All of these are required: # value = ethic_1 # value = ethic_2 # # # One of these is required: # OR = { # text = translation_key # optional, overrides the auto-generated tooltip text # value = ethic_3 # value = ethic_4 # } # # # This one must not be present: # NOT = { # text = translation_key # optional # value = ethic_5 # # May contain only one value! # } # # # None of these must be present: # NOR = { # text = translation_key # optional # value = ethic_6 # value = ethic_7 # } # } # # country_type = { ... } # # authority = { ... } # # civics = { ... } # # ship_categories = { ... } # also uses the custom list syntax ( value = xxx, OR = , NOT =, etc. ) # # graphical_culture = { ... } # also uses the custom list syntax ( value = xxx, OR = , NOT =, etc. ) # # traits = { ... } # also uses the custom list syntax ( value = xxx, OR = , NOT =, etc. ) # # preferred_planet_class = { ... } # # # Outer scope is implicitly AND, which means that the result from all specified ethics, country_type, authority or civics blocks must be true # # However, it's also possible to add inner OR or AND blocks: # OR = { # # Only one of these need to be present: # authority = { value = my_authority } # civics = { value = my_civic } # # # OR/AND blocks can be nested. In this case, that means that if the AND block is fulfilled, the outer OR block will also be fulfilled, # # since the OR block only requires one of its constituents to be fulfilled # AND = { # ethics = { value = ethic_1 } # civics = { my_other_civic } # } # } # # text = translation_key # optional # } # # # Authorities support: # - country_type # - ethics # - ship categories # - graphical culture # # Civics support: # - country_type # - ethics # - authority # - civics # - ship categories # - graphical culture # # Species classes support: # - country_type # - ethics # - authority # - civics # - ship categories # - graphical culture # # #gov_example = { # possible = {} # Determines if a government name can be chosen. AND trigger, scope: country; valid triggers: has_ethic, has_authority, has_valid_civic; # # everything else is undefined behavior! # weight = { # scriptable value, scope: country; the (possible) government type with the biggest weight is assigned to the country # base = @gov_civic_weight # Use the standard weight variables depending on if the government is based on an authority, ethic, civic, authority swap, and so on. # } # The weight are found in common\scripted_variables\08_scripted_variables_governments.txt # # If multiple civics apply, add a modifer x2 to the weight to elevate it above other similar civic governments. # # Civic-based governments have levels of priority, low to high: @gov_civic_weight, @gov_civic_prio_weight, and @gov_civic_override_weight # # The weight categories to select a government are (highest selected first): # # 1. AI governments # # 2. Authority swap governments (except civic_override and galactic sovereign) # # 3. Civic governments # # 4. Ethic governments # # 5. Authority governments # # 6. Fallback government # # ruler_title = RT_KING # translation tag for male ruler's title # ruler_title_female = RT_QUEEN # translation tag for female ruler's title # heir_title = HT_CROWN_PRINCE # translation tag for male heir's title # heir_title_female = HT_CROWN_PRINCESS # translation tag for female heir's title # use_regnal_names = yes / no # default: no # dynastic_last_names = yes / no # default: no # should_force_rename = yes / no # default: no - if set to yes, empires changing to or from this government will be renamed even if authority type does not change # #}