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tier = {

type = custom
separator = yes
potential = {
is_shattered_world = yes
}
dukes = {
generate_dukes = yes
}
dukes_consolidated = {
generate_dukes = yes
consolidate_dukes = yes
}
counts = {
}
}

num_counties = {
type = slider
sort_priority = 1000

potential = {
is_random_world = yes
}

min = 1
max = 8
default = 2

apply_before_generation = yes
}

num_dukes = {
type = selection
random_default = normal
sort_priority = 999

potential = {
is_random_world = yes
}

none = {
generate_random_dukes = no
}
few = {
duke_threshold = 51
duke_ignore_rate = 50
duke_vassalization_rate = 50
generate_random_dukes = yes
}
normal = {
duke_threshold = 30
duke_ignore_rate = 5
duke_vassalization_rate = 90
generate_random_dukes = yes
}
many = {
duke_threshold = 20
duke_ignore_rate = 0
duke_vassalization_rate = 99
generate_random_dukes = yes
}
}

num_kings = {
type = selection
random_default = normal
sort_priority = 998

potential = {
is_random_world = yes
}

none = {
generate_random_kings = no
}
few = {
king_threshold = 30
king_ignore_rate = 50
king_vassalization_rate = 50
generate_random_kings = yes
}
normal = {
king_threshold = 18
king_ignore_rate = 14
king_vassalization_rate = 85
generate_random_kings = yes
}
many = {
king_threshold = 10
king_ignore_rate = 0
king_vassalization_rate = 95
generate_random_kings = yes
}
}

num_emperors = {
type = selection
random_default = few
sort_priority = 997
separator = yes

potential = {
is_random_world = yes
}

none = {
generate_random_emperors = no
}
few = {
emperor_threshold = 30
emperor_ignore_rate = 95
emperor_vassalization_rate = 95
generate_random_emperors = yes
}
normal = {
emperor_threshold = 20
emperor_ignore_rate = 80
emperor_vassalization_rate = 95
generate_random_emperors = yes
}
many = {
emperor_threshold = 15
emperor_ignore_rate = 40
emperor_vassalization_rate = 100
generate_random_emperors = yes
}
}

shattered_cbs = {
type = selection
potential = {
is_shattered_world = yes
}
on_limited = {
}
on_long = {
}
on_permanent = {
}
off = {
}
}

shattered_conquerors = {
type = selection
potential = {
is_shattered_world = yes
}
on_few = {
}
on_normal = {
}
on_many = {
}
off = {
}
}

shattered_succession = {
type = selection
separator = yes
potential = {
is_shattered_world = yes
}
default_laws = {
}
all_primogeniture = {
}
all_gavelkind = {
}
all_elective_gavelkind = {
}
all_elective = {
}
all_seniority = {
}
all_ultimogeniture = {
}
all_tanistry = {
}
}

female_ruler_percentage = {
type = slider

min = 0
max = 100
default = 10

apply_before_generation = yes
}

marriage_percentage = {
type = slider

min = 0
max = 100
default = 90

apply_before_generation = yes
}

age_span = {
type = double_slider

min = 0
min_default = 12
max = 100
max_default = 64

apply_before_generation = yes
}

num_of_children = {
type = double_slider
separator = yes

min = 0
min_default = 1
max = 10
max_default = 3

apply_before_generation = yes
}

culture = {
type = selection
apply_before_generation = yes
priority = 1000

random_default = random

historical = {
culture = historical
effect = { culture_spread_alt_start_fix_effect = yes }
}
random = {
culture = random
effect = { culture_spread_alt_start_fix_effect = yes }
}
full_random = {
culture = full_random
effect = { culture_spread_alt_start_fix_effect = yes }
}
animal_kingdoms = {
culture = full_random
special_culture = animal_kingdoms
effect = { culture_spread_alt_start_fix_effect = yes }
}
animal_world = {
#culture = full_random
special_culture = animal_world
effect = { culture_spread_alt_start_fix_effect = yes }
}
mythological = {
culture = full_random
special_culture = mythological
effect = {
winter_group = { set_flag = no_winter_gov }
culture_spread_alt_start_fix_effect = yes
}
}
all = {
culture = full_random
special_culture = all
effect = {
winter_group = { set_flag = no_winter_gov }
culture_spread_alt_start_fix_effect = yes
}
}
}

religion = {
type = selection
apply_before_generation = yes
priority = 1000

random_default = random

historical = {
religion = historical
holy_sites = historical
effect = { religion_spread_alt_start_fix_effect = yes }
}
random = {
religion = random
holy_sites = random
effect = { religion_spread_alt_start_fix_effect = yes }
}
full_random = {
religion = full_random
holy_sites = random
effect = { religion_spread_alt_start_fix_effect = yes }
}
}

religion_features = {
type = selection
apply_before_generation = yes
priority = 998 # Just after religion generation

random_default = random

historical = {
religion_features = historical
}
random = {
religion_features = random
}
}

names = {
type = selection
separator = yes
apply_before_generation = yes
priority = 998 # Just after religion and culture generation

random_default = random

historical = {
culture_names = historical
religion_names = historical
}
random_religion = {
culture_names = historical
religion_names = random
}
random_culture = {
culture_names = random
religion_names = historical
}
random = {
culture_names = random
religion_names = random
}
}

holding_slots = {
type = selection
apply_before_generation = yes
priority = 1001 # We need this before we generate holy sites

random_default = random

historical = {
holding_slots = historical # No code effect, but accessible in script
}
random = {
holding_slots = random
}
one = {
holding_slots = one
}
two = {
holding_slots = two
}
three = {
holding_slots = three
}
four = {
holding_slots = four
}
five = {
holding_slots = five
}
six = {
holding_slots = six
}
seven = {
holding_slots = seven
}
}

holding_types = {
type = selection
apply_before_generation = yes

potential = {
is_shattered_world = yes
}
historical = {
holding_type = historical
}
feudal = {
holding_type = feudal
}
tribal = {
holding_type = tribal
}
nomadic = {
holding_type = nomadic
}
tribal_nomadic = {
holding_type = tribal_nomadic
}
}

random_holdings = {
type = selection
apply_before_generation = yes
random_default = balanced
potential = {
is_random_world = yes
}
historical = {
holding_type = historical
}
# feudal_heavy = {
# feudal_seeds = 4
# tribal_seeds = 0
# nomadic_seeds = 1
# generate_random_holdings = yes
# }
balanced = {
feudal_seeds = 4
tribal_seeds = 0
nomadic_seeds = 1
generate_random_holdings = yes
}
# tribal_heavy = {
# feudal_seeds = 1
# tribal_seeds = 4
# nomadic_seeds = 3
# generate_random_holdings = yes
# }
}

base_value_buildings = {
type = selection
random_default = on

on = {
effect = {
base_value_buildings_ON_altstart = yes
}
}
off = {
effect = {
symmetrical_start_effect = yes
}
}
}

pirates = {
type = selection
random_default = random_low
default = random_low

none = {
}
canon = {
effect = { spawn_pirates_alt_start_effect = yes }
}
random_low = {
effect = { spawn_pirates_alt_start_effect = yes }
}
random_medium = {
effect = { spawn_pirates_alt_start_effect = yes }
}
random_high = {
effect = { spawn_pirates_alt_start_effect = yes }
}
pirate_world = {
effect = { spawn_pirates_alt_start_effect = yes }
}
}

# technology = {
# type = selection
# apply_before_generation = yes
# priority = 900 # Needs to happen after culture and religion, but before
holdings

# random_default = random

# historical = {
# technology = historical
# }
# random = {
# technology = random
# }
# flat = {
# technology = flat
# }
# }

title_names = {
type = selection
random_default = random

historical = {
}
random = {
effect = {
rename_titles_altstart = yes
}
}
random_including_duchies = {
effect = {
rename_titles_altstart = yes
rename_titles_altstart_duchies = yes
}
}
}

dejure = {
type = selection
apply_before_generation = yes

random_default = random

historical = {
dejure_kingdoms = historical
dejure_empires = historical
}
random = {
dejure_kingdoms = random
dejure_empires = random
}
no_empires = {
dejure_kingdoms = historical
dejure_empires = none
}
no_kingdoms = {
dejure_kingdoms = none
dejure_empires = none
}
}
dejure_kingdom_size = {
type = double_slider
trigger = {
has_alternate_start_parameter = { key = dejure_kingdoms value =
random }
}
apply_before_generation = yes
priority = 100 # Needs to be applied before kingdom generation

min = 2
min_default = 3
max = 12
max_default = 10
}

dejure_empire_size = {
type = double_slider
trigger = {
has_alternate_start_parameter = { key = dejure_kingdoms value =
random }
}
apply_before_generation = yes
priority = 100 # Needs to be applied before kingdom generation

min = 2
min_default = 3
max = 6
max_default = 5
}
num_dragons = {
type = selection
random_default = normal
sort_priority = 996

none = {
}
few = { #Circa Aegons Conquest 1-7
}
normal = { #Circa Dance 8-20
}
many = { #20-40
}
zenith = { #Circa Freehold 40-75
}
widespread = { #75-150
}
all = { #Most rulers have dragons! #150-300
}
}
ruins = {
type = double_slider
min = 0
max = 95
min_default = 3
max_default = 8

effect = {
spawn_ruins_alt_start_effect = yes
}
}
canon_dynasties = {
type = selection
random_default = culture
sort_priority = 995

culture = {
effect = {
spawn_canon_dynasties_effect = yes
}
}
full_random = {
effect = {
spawn_canon_dynasties_effect = yes
}
}
off = {
}
}
# high_valyrian = {
# type = selection
# random_default = canon
# sort_priority = 995

# canon = {
# }
# freehold = {
# }
# post_doom = {
# }
# default = {
# }
# }

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