estate_cossacks = { icon = 4 color = { 200 150 150 } # Used for when declaring independence independence_government = steppe_horde independence_tech_group = nomad_group independence_trigger = { OR = { has_terrain = steppe has_estate = estate_cossacks } } # Is estate kept in control of province on conquest? keep_on_conquest = no # If true, country will get estate trigger = { NOT = { government = merchant_republic } NOT = { government = trading_city } NOT = { government = revolutionary_republic } NOT = { government = native_council } NOT = { government = siberian_native_council } is_nomad = no is_colonial_nation = no NOT = { government = celestial_empire } unit_type = eastern religion_group = christian } # If true, province can be granted to estate province_trigger = { has_terrain = steppe } # Min autonomy in estate provinces min_autonomy = 25 # Estate cancels out the following multiplicative local autonomy effects: autonomy_does_not_affect = local_manpower_modifier autonomy_does_not_affect = land_forcelimit # These scale with loyalty & power country_modifier_happy = { cavalry_cost = -0.2 cavalry_power = 0.2 } country_modifier_neutral = { cavalry_power = 0.2 } country_modifier_angry = { cavalry_cost = 0.2 cavalry_power = -0.1 } # These do not scale, but only applied in provinces owned by the estate province_modifier_happy = { local_hostile_attrition = 1 local_manpower_modifier = 0.2 } province_modifier_neutral = { local_hostile_attrition = 1 } province_modifier_angry = { local_unrest = 5 } # Influence modifiers base_influence = 0 influence_modifier = { desc = EST_STEPPE_PROVINCES trigger = { any_owned_province = { has_terrain = steppe } num_of_cities = 10 } influence = 10 } influence_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER trigger = { OR = { has_disaster = estate_nobility_disaster has_disaster = estate_church_disaster has_disaster = estate_burghers_disaster } } influence = -40 } loyalty_modifier = { desc = EST_VAL_OTHER_ESTATE_IN_POWER_LOY trigger = { OR = { has_disaster = estate_nobility_disaster has_disaster = estate_church_disaster has_disaster = estate_burghers_disaster } } loyalty = -20 } # For province assignment ai_grant_province = { factor = 10 } # Does the AI want to give any extra territory beyond the minimum? ai_territory_modifier = { trigger = { always = yes } value = 100 # Code has a sanity check against pushing influence too high } #Interactions interaction = { name = "EXPAND_COSSACK_REGISTRY" icon = 17 years_between_use = 20 trigger = { any_owned_province = { has_terrain = steppe } } effect = { add_prestige = -5 add_estate_loyalty = { estate = estate_cossacks loyalty = 15 } add_estate_influence_modifier = { estate = estate_cossacks desc = EST_VAL_COSSACK_REGISTER_EXPANDED influence = 10 duration = 7300 } } ai_will_do = { factor = 1 modifier = { factor = 0 estate_influence = { estate = estate_cossacks influence = 60 } } modifier = { factor = 0 estate_loyalty = { estate = estate_cossacks loyalty = 30 } } } } interaction = { name = "RAISE_COSSACK_HOST" icon = 13 years_between_use = 30 potential = { NOT = { has_disaster = estate_burghers_disaster } NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_nobility_disaster } } trigger = { estate_loyalty = { estate = estate_cossacks loyalty = 50 } estate_influence = { estate = estate_cossacks influence = 40 } num_of_owned_provinces_with = { value = 4 has_estate = estate_cossacks } } effect = { if = { limit = { NOT = { num_of_owned_provinces_with = { value = 6 has_estate = estate_cossacks } } } random_owned_province = { limit = { has_estate = estate_cossacks } add_unit_construction = { type = cavalry amount = 2 speed = 0.5 cost = 0 } add_unit_construction = { type = infantry amount = 2 speed = 0.5 cost = 0 } } } if = { limit = { num_of_owned_provinces_with = { value = 6 has_estate = estate_cossacks } NOT = { num_of_owned_provinces_with = { value = 8 has_estate = estate_cossacks } } } random_owned_province = { limit = { has_estate = estate_cossacks } add_unit_construction = { type = cavalry amount = 3 speed = 0.5 cost = 0 } add_unit_construction = { type = infantry amount = 2 speed = 0.5 cost = 0 } } } if = { limit = { num_of_owned_provinces_with = { value = 8 has_estate = estate_cossacks } NOT = { num_of_owned_provinces_with = { value = 10 has_estate = estate_cossacks } } } random_owned_province = { limit = { has_estate = estate_cossacks } add_unit_construction = { type = cavalry amount = 3 speed = 0.5 cost = 0 } add_unit_construction = { type = infantry amount = 3 speed = 0.5 cost = 0 } } } if = { limit = { num_of_owned_provinces_with = { value = 10 has_estate = estate_cossacks } } random_owned_province = { limit = { has_estate = estate_cossacks } add_unit_construction = { type = cavalry amount = 3 speed = 0.5 cost = 0 } add_unit_construction = { type = infantry amount = 4 speed = 0.5 cost = 0 } } } add_estate_influence_modifier = { estate = estate_cossacks desc = EST_VAL_RAISED_COSSACK_HOST influence = 15 duration = 10950 } } ai_will_do = { factor = 1 modifier = { factor = 0 estate_influence = { estate = estate_cossacks influence = 60 } } modifier = { factor = 0 army_size_percentage = 0.5 } modifier = { factor = 0 is_at_war = no } } } interaction = { name = "COSSACK_CONQUISTADOR" #Led important exploration expeditions into Siberia icon = 19 years_between_use = 30 potential = { NOT = { has_disaster = estate_burghers_disaster } NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_nobility_disaster } } potential = { OR = { has_idea_group = exploration_ideas has_idea = siberian_frontier } } trigger = { estate_loyalty = { estate = estate_cossacks loyalty = 50 } estate_influence = { estate = estate_cossacks influence = 40 } } effect = { create_conquistador = 40 add_estate_influence_modifier = { estate = estate_cossacks desc = EST_VAL_COSSACK_CONQUISTADOR influence = 15 duration = 10950 } } ai_will_do = { factor = 0 } } interaction = { name = "RECRUIT_MINISTER" icon = 10 years_between_use = 30 potential = { NOT = { has_disaster = estate_burghers_disaster } NOT = { has_disaster = estate_church_disaster } NOT = { has_disaster = estate_nobility_disaster } } trigger = { estate_influence = { estate = estate_cossacks influence = 40 } } effect = { if = { limit = { monthly_income = 25 } define_advisor = { type = army_reformer skill = 3 discount = yes } } if = { limit = { NOT = { monthly_income = 25 } } define_advisor = { type = army_reformer skill = 2 discount = yes } } add_estate_influence_modifier = { estate = estate_cossacks desc = EST_VAL_COSSACKS_MINISTER influence = 15 duration = 10950 } add_estate_loyalty = { estate = estate_nobles loyalty = -15 #Taking offense to a cossack being used in government } } ai_will_do = { factor = 0 } } }
prostownik11