#POP_FACTION_NAME = { # election_header = "GFX_faction_header_yellow" # guiding_ethic = ethic_militarist # Decides which ethic pops need to join the faction # visual_ethic = "imperialist_visual_ethic" # This shows what ethic icons to display in the faction view # # support_multiplier = 1 # Multiplier to a pop's political power # support_weight_exponent = 1 # Applied to final pops political power # persistent_faction = # Persistent factions will keep at least 1 pop in the faction until the faction fails the potential trigger # can_rename = # default = yes; Stops factions from being renamable # # resources = { # Default resource generated by the faction # category = pop_factions # produces = { # unity = @faction_base_output # } # } # # extortion_resource = { # Resource generated when the faction is being extorted # category = pop_factions # produces = { # minerals = @faction_base_output # } # } # # is_potential = { # Decides if the faction is even in the running of being created # } # # parameters = { # Parameters set here is usually used in demands and actions # empire = { # type = country # valid_objects = { # is_same_value = root # } # } # } # # can_join_pre_triggers = { # Fast trigger that decides whether or not we need to evaluate all parameters in CanJoin # } # # can_join_faction = { # The full check for if a pop group can join the faction # } # # attraction = { # How attractive the faction is to join # base = 100 # # modifier = { # } # } # # demand = { # # title = "IMPERIALIST_OPPRESSIVE_SUBJUGATION_POLICY" # unfulfilled_title = "IMPERIALIST_ADOPT_OPPRESSIVE_SUBJUGATION_POLICY" # desc = "IMPERIALIST_OPPRESSIVE_SUBJUGATION_POLICY_DESC" # # fulfilled_effect = 5 # What you recieve if this specific demand is met # unfulfilled_effect = -0.001 # What you lose if this specific demand is unfulfilled # # potential = { # Decides if this is a possible demand to appear for the faction # } # # trigger = { # The check to see if the demand is fulfilled or not # } # } # # inline_script = { # } # # on_create = { # Effect that is executed after the faction has been created # } # # on_destroy = { # Effect that is executed just before the faction is destroyed # } # # actions = { # ACTION_NAME_HERE = { # title = "EMBRACE_FACTION" # description = "EMBRACE_FACTION_DESC" # # cost = { # What the action costs to activate # } # # potential = { # Decides if the buttons should show # } # # valid = { # Decides if you can press the button or not # } # # effect = { # What happens when the button is pressed # } # # ai_weight = { # base = 1 # modifier = { # } # } # } # } #}