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00_government_flavor.txt
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00_government_flavor.txt
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#########################
# Standard Flavor Names #
#########################
government_flavor = {
name = gov_earth_kingdom
graphics = GFX_evt_earth_kingdom
priority = 2
trigger = {
culture_group = earth_kingdom_culture
NOT = { culture = ba_sing_se }
NOT = { culture = sandbender_culture }
}
}
government_flavor = {
name = gov_ba_sing_sa
graphics = GFX_evt_ba_sing_sa
priority = 2
trigger = {
culture = ba_sing_se
}
}
government_flavor = {
name = gov_kyoshi
graphics = GFX_evt_kyoshi_island
priority = 3
trigger = {
culture = earth_islander
has_landed_title = c_kyoshi_island
}
}
government_flavor = {
name = gov_omashu
graphics = GFX_evt_omashu
priority = 3
trigger = {
has_landed_title = k_omashu
culture_group = earth_kingdom_culture
}
}
### Sand
government_flavor = {
name = gov_ba_sandbender
graphics = GFX_evt_sandbender
priority = 2
trigger = {
culture = sandbender_culture
tier = COUNT
}
}
government_flavor = {
name = gov_ba_sandbender_duchy
graphics = GFX_evt_sandbender
priority = 2
trigger = {
culture = sandbender_culture
tier = DUKE
}
}
government_flavor = {
name = gov_ba_sandbender_kingdom
graphics = GFX_evt_sandbender
priority = 2
trigger = {
culture = sandbender_culture
tier = KING
}
}
government_flavor = {
name = gov_ba_sandbender_empire
graphics = GFX_evt_sandbender
priority = 2
trigger = {
culture = sandbender_culture
tier = EMPEROR
}
}
### WATER
## North
government_flavor = {
name = gov_water_tribe_north
graphics = GFX_evt_southern_water_tribe
priority = 2
trigger = {
culture = northern_water
tier = COUNT
}
}
government_flavor = {
name = gov_water_tribe_north_duchy
graphics = GFX_evt_northern_water_tribe_temple
priority = 2
trigger = {
culture = northern_water
tier = DUKE
}
}
government_flavor = {
name = gov_water_tribe_north_kingdom
graphics = GFX_evt_northern_water_tribe
priority = 2
trigger = {
culture = northern_water
tier = KING
}
}
government_flavor = {
name = gov_water_tribe_north_empire
graphics = GFX_evt_northern_water_tribe_temple
priority = 2
trigger = {
culture = northern_water
tier = EMPEROR
}
}
## South
government_flavor = {
name = gov_water_tribe_south
graphics = GFX_evt_southern_water_tribe
priority = 2
trigger = {
culture = southern_water
tier = COUNT
}
}
government_flavor = {
name = gov_water_tribe_south_duchy
graphics = GFX_evt_southern_water_tribe
priority = 2
trigger = {
culture = southern_water
tier = DUKE
}
}
government_flavor = {
name = gov_water_tribe_south_kingdom
graphics = GFX_evt_southern_water_tribe
priority = 2
trigger = {
culture = southern_water
tier = KING
}
}
government_flavor = {
name = gov_water_tribe_south_empire
graphics = GFX_evt_southern_water_tribe
priority = 2
trigger = {
culture = southern_water
tier = EMPEROR
}
}
### AIR
government_flavor = {
name = gov_air_temple
graphics = GFX_evt_air_modern
priority = 2
trigger = {
culture_group = air_nomad_culture
NOT = { tier = EMPEROR }
NOT = { culture = eastern_air_nomad }
NOT = { culture = western_air_nomad }
NOT = { culture = southern_air_nomad }
NOT = { culture = northern_air_nomad }
}
}
government_flavor = {
name = gov_air_temple_east_empire
graphics = GFX_evt_air_east
priority = 2
trigger = {
culture_group = air_nomad_culture
tier = EMPEROR
}
}
## Eastern
government_flavor = {
name = gov_air_temple_east
graphics = GFX_evt_air_east
priority = 2
trigger = {
culture = eastern_air_nomad
tier = COUNT
}
}
government_flavor = {
name = gov_air_temple_east_duchy
graphics = GFX_evt_air_east
priority = 2
trigger = {
culture = eastern_air_nomad
tier = DUKE
}
}
government_flavor = {
name = gov_air_temple_east_kingdom
graphics = GFX_evt_air_east
priority = 2
trigger = {
culture = eastern_air_nomad
tier = KING
}
}
## Western
government_flavor = {
name = gov_air_temple_west
graphics = GFX_evt_air_west
priority = 2
trigger = {
culture = western_air_nomad
tier = COUNT
}
}
government_flavor = {
name = gov_air_temple_west_duchy
graphics = GFX_evt_air_west
priority = 2
trigger = {
culture = western_air_nomad
tier = DUKE
}
}
government_flavor = {
name = gov_air_temple_west_kingdom
graphics = GFX_evt_air_west
priority = 2
trigger = {
culture = western_air_nomad
tier = KING
}
}
## Northern
government_flavor = {
name = gov_air_temple_north
graphics = GFX_evt_air_north
priority = 2
trigger = {
culture = northern_air_nomad
tier = COUNT
}
}
government_flavor = {
name = gov_air_temple_north_duchy
graphics = GFX_evt_air_north
priority = 2
trigger = {
culture = northern_air_nomad
tier = DUKE
}
}
government_flavor = {
name = gov_air_temple_north_kingdom
graphics = GFX_evt_air_north
priority = 2
trigger = {
culture = northern_air_nomad
tier = KING
}
}
## Southern
government_flavor = {
name = gov_air_temple_south
graphics = GFX_evt_air_south
priority = 2
trigger = {
culture = southern_air_nomad
tier = COUNT
}
}
government_flavor = {
name = gov_air_temple_south_duchy
graphics = GFX_evt_air_south
priority = 2
trigger = {
culture = southern_air_nomad
tier = DUKE
}
}
government_flavor = {
name = gov_air_temple_south_kingdom
graphics = GFX_evt_air_south
priority = 2
trigger = {
culture = southern_air_nomad
tier = KING
}
}
### Fire Nation
government_flavor = {
name = gov_fire_county
graphics = GFX_evt_fire_county
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = COUNT
top_liege = {
has_landed_title = e_fire_nation
}
NOR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_duchy
graphics = GFX_evt_fire_duchy
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = DUKE
top_liege = {
has_landed_title = e_fire_nation
}
NOR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_nation
graphics = GFX_evt_fire_nation
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = KING
top_liege = {
has_landed_title = e_fire_nation
}
NOR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_nation_empire
graphics = GFX_evt_fire_palace
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = EMPEROR
NOT = { has_landed_title = e_phoenix_kingdom }
NOR = {
culture = sun_warrior
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_nation_empire_phoenix
graphics = GFX_evt_night_fire_palace
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = EMPEROR
has_landed_title = e_phoenix_kingdom
NOR = {
culture = sun_warrior
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
### Fire Independent
### Fire Nation
government_flavor = {
name = gov_fire_county_islander
graphics = GFX_evt_fire_county
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = COUNT
top_liege = {
NOT = { has_landed_title = e_fire_nation }
}
NOR = {
culture = sun_warrior
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_duchy_islander
graphics = GFX_evt_fire_duchy
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = DUKE
top_liege = {
NOT = { has_landed_title = e_fire_nation }
}
NOR = {
culture = sun_warrior
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
government_flavor = {
name = gov_fire_nation_islander
graphics = GFX_evt_fire_nation
priority = 2
trigger = {
culture_group = fire_nation_culture
tier = KING
top_liege = {
NOT = { has_landed_title = e_fire_nation }
}
NOR = {
culture = sun_warrior
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
}
}
}
### Colonial
government_flavor = {
name = gov_fire_county_colony
graphics = GFX_evt_fire_nation_colony
priority = 2
trigger = {
OR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
culture = colonial_earth_fire
culture = colonial_earth_water
culture = colonial_earth_air
culture = colonial_air_fire
culture = colonial_air_earth
culture = colonial_air_water
culture = colonial_water_fire
culture = colonial_water_earth
culture = colonial_water_air
}
tier = COUNT
}
}
government_flavor = {
name = gov_fire_duchy_colony
graphics = GFX_evt_fire_nation_colony
priority = 2
trigger = {
OR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
culture = colonial_earth_fire
culture = colonial_earth_water
culture = colonial_earth_air
culture = colonial_air_fire
culture = colonial_air_earth
culture = colonial_air_water
culture = colonial_water_fire
culture = colonial_water_earth
culture = colonial_water_air
}
tier = DUKE
}
}
government_flavor = {
name = gov_fire_kingdom_colony
graphics = GFX_evt_fire_nation_colony
priority = 2
trigger = {
OR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
culture = colonial_earth_fire
culture = colonial_earth_water
culture = colonial_earth_air
culture = colonial_air_fire
culture = colonial_air_earth
culture = colonial_air_water
culture = colonial_water_fire
culture = colonial_water_earth
culture = colonial_water_air
}
tier = KING
}
}
government_flavor = {
name = gov_fire_empire_colony
graphics = GFX_evt_fire_nation_colony
priority = 2
trigger = {
OR = {
culture = colonial
culture = colonial_fire_water
culture = colonial_fire_air
culture = colonial_earth_fire
culture = colonial_earth_water
culture = colonial_earth_air
culture = colonial_air_fire
culture = colonial_air_earth
culture = colonial_air_water
culture = colonial_water_fire
culture = colonial_water_earth
culture = colonial_water_air
}
tier = EMPEROR
}
}
### Foggy Swamp
government_flavor = {
name = gov_water_tribe_foggy
graphics = GFX_evt_foggy_water_tribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = no
NOR = {
tier = DUKE
tier = KING
tier = EMPEROR
}
}
}
government_flavor = {
name = gov_water_tribe_foggy_duchy
graphics = GFX_evt_foggy_water_tribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = no
tier = DUKE
}
}
government_flavor = {
name = gov_water_tribe_foggy_kingdom
graphics = GFX_evt_swamptribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = no
tier = KING
}
}
government_flavor = {
name = gov_water_tribe_foggy_empire
graphics = GFX_evt_swamptribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = no
tier = EMPEROR
}
}
government_flavor = {
name = gov_water_tribe_foggy_feudal
graphics = GFX_evt_foggy_water_tribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = yes
NOR = {
tier = DUKE
tier = KING
tier = EMPEROR
}
}
}
government_flavor = {
name = gov_water_tribe_foggy_duchy_feudal
graphics = GFX_evt_foggy_water_tribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = yes
tier = DUKE
}
}
government_flavor = {
name = gov_water_tribe_foggy_kingdom_feudal
graphics = GFX_evt_swamptribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = yes
tier = KING
}
}
government_flavor = {
name = gov_water_tribe_foggy_empire_feudal
graphics = GFX_evt_swamptribe
priority = 2
trigger = {
culture = foggy_swamp
is_feudal = yes
tier = EMPEROR
}
}
### Sun Warriors
government_flavor = {
name = gov_sun_warrior
graphics = GFX_evt_sun_warrior_city
priority = 2
trigger = {
culture = sun_warrior
NOR = {
tier = DUKE
tier = KING
tier = EMPEROR
}
}
}
government_flavor = {
name = gov_sun_warrior_duchy
graphics = GFX_evt_sun_warrior_city
priority = 2
trigger = {
culture = sun_warrior
tier = DUKE
}
}
government_flavor = {
name = gov_sun_warrior_kingdom
graphics = GFX_evt_landscape_2
priority = 2
trigger = {
culture = sun_warrior
tier = KING
}
}
government_flavor = {
name = gov_sun_warrior_empire
graphics = GFX_evt_landscape_2
priority = 2
trigger = {
culture = sun_warrior
tier = EMPEROR
}
}
#####################################
# Special Flavor Names (priority 3) #
#####################################
government_flavor = {
name = gov_terror
graphics = GFX_evt_lunatic
priority = 3
trigger = {
is_feudal = yes
has_character_flag = demon_child_non_pagan
}
}
#####################################
# Special Flavor Names (priority 4) #
#####################################
government_flavor = {
name = gov_revolt
graphics = GFX_evt_hiding_from_pursuers
priority = 4
trigger = {
in_revolt = yes
}
}
#########################
# Failsafe Flavor Names #
#########################
government_flavor = {
name = gov_default
graphics = GFX_evt_beheading
priority = 0
trigger = {
always = yes
}
}