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3 changes: 3 additions & 0 deletions common/defines/no_institutions_from_dev.lua
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
NDefines.NCountry.INSTITUTION_BONUS_FROM_IMP_DEVELOPMENT = 0 -- 5 in vanilla.
NDefines.NCountry.INSTITUTION_CAP_IMP_DEVELOPMENT = 0 -- 10 in vanilla.
NDefines.NCountry.INSTITUTION_BASE_IMP_DEVELOPMENT = 0 -- 30 in vanilla.
325 changes: 163 additions & 162 deletions decisions/dev_decisions.txt
Original file line number Diff line number Diff line change
Expand Up @@ -40,165 +40,166 @@ country_decisions = {
factor = 0
}
}

spawn_click = {
major = yes
potential = {
has_global_flag = ai_dev_click
ai = yes
OR = {
had_country_flag = { flag = institution_flag days = 365 }
NOT = { has_country_flag = institution_flag }
}
is_lacking_institutions = yes
is_at_war = no
primitives = no
OR = {
is_subject_of_type = tributary_state
is_subject = no
}
num_of_cities = 5
OR = {
NOT = { has_dlc = "Rights of Man" }
ruler_has_personality = free_thinker_personality
ruler_has_personality = scholar_personality
ruler_has_personality = entrepreneur_personality
ruler_has_personality = industrious_personality
}

all_owned_province = {
OR = {
NOT = { is_state_core = ROOT }
NOT = { current_institution_growth = 0.5 }
}
}

any_owned_province = {
is_state_core = ROOT
development = 5
NOT = { development = 28 }
NOT = { has_terrain = glacier }
NOT = { has_terrain = desert }
NOT = { has_climate = arctic }
}
}
allow = {
variable_arithmetic_trigger = {
export_to_variable = { variable_name = admPower value = trigger_value:adm_power }
export_to_variable = { variable_name = dipPower value = trigger_value:dip_power }
export_to_variable = { variable_name = milPower value = trigger_value:mil_power }

change_variable = {
which = admPower
which = dipPower
}
change_variable = {
which = admPower
which = milPower
}
check_variable = {
which = admPower
value = 2300
}
}
}
effect = {
hidden_effect = {
set_country_flag = institution_flag
log = "[Root.GetName] trying to spawn institution"

if = {
limit = {
NOT = { has_institution = feudalism }
}
spawn_institution = {
institution = feudalism
}
event_target:base_target = {
log = "[Root.GetName] spawned feudalism in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = renaissance }
}
spawn_institution = {
institution = renaissance
}
event_target:base_target = {
log = "[Root.GetName] spawned renaissance in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = new_world_i }
}
spawn_institution = {
institution = new_world_i
}
event_target:base_target = {
log = "[Root.GetName] spawned new_world_i in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = printing_press }
}
spawn_institution = {
institution = printing_press
}
event_target:base_target = {
log = "[Root.GetName] spawned printing_press in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = global_trade }
}
spawn_institution = {
institution = global_trade
}
event_target:base_target = {
log = "[Root.GetName] spawned global_trade in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = manufactories }
}
spawn_institution = {
institution = manufactories
}
event_target:base_target = {
log = "[Root.GetName] spawned manufactories in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = enlightenment }
}
spawn_institution = {
institution = enlightenment
}
event_target:base_target = {
log = "[Root.GetName] spawned enlightenment in [This.GetName]"
}
}
else_if = {
limit = {
NOT = { has_institution = industrialization }
}
spawn_institution = {
institution = industrialization
}
event_target:base_target = {
log = "[Root.GetName] spawned industrialization in [This.GetName]"
}
}
}
}
ai_will_do = {
factor = 1000
}
}
}
}

## Disable AI trying to spawn Institutions through dev clicks, as dev clicks no longer spawn institutions.
# spawn_click = {
# major = yes
# potential = {
# has_global_flag = ai_dev_click
# ai = yes
# OR = {
# had_country_flag = { flag = institution_flag days = 365 }
# NOT = { has_country_flag = institution_flag }
# }
# is_lacking_institutions = yes
# is_at_war = no
# primitives = no
# OR = {
# is_subject_of_type = tributary_state
# is_subject = no
# }
# num_of_cities = 5
# OR = {
# NOT = { has_dlc = "Rights of Man" }
# ruler_has_personality = free_thinker_personality
# ruler_has_personality = scholar_personality
# ruler_has_personality = entrepreneur_personality
# ruler_has_personality = industrious_personality
# }
#
# all_owned_province = {
# OR = {
# NOT = { is_state_core = ROOT }
# NOT = { current_institution_growth = 0.5 }
# }
# }
#
# any_owned_province = {
# is_state_core = ROOT
# development = 5
# NOT = { development = 28 }
# NOT = { has_terrain = glacier }
# NOT = { has_terrain = desert }
# NOT = { has_climate = arctic }
# }
# }
# allow = {
# variable_arithmetic_trigger = {
# export_to_variable = { variable_name = admPower value = trigger_value:adm_power }
# export_to_variable = { variable_name = dipPower value = trigger_value:dip_power }
# export_to_variable = { variable_name = milPower value = trigger_value:mil_power }
#
# change_variable = {
# which = admPower
# which = dipPower
# }
# change_variable = {
# which = admPower
# which = milPower
# }
# check_variable = {
# which = admPower
# value = 2300
# }
# }
# }
# effect = {
# hidden_effect = {
# set_country_flag = institution_flag
# log = "[Root.GetName] trying to spawn institution"
#
# if = {
# limit = {
# NOT = { has_institution = feudalism }
# }
# spawn_institution = {
# institution = feudalism
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned feudalism in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = renaissance }
# }
# spawn_institution = {
# institution = renaissance
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned renaissance in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = new_world_i }
# }
# spawn_institution = {
# institution = new_world_i
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned new_world_i in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = printing_press }
# }
# spawn_institution = {
# institution = printing_press
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned printing_press in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = global_trade }
# }
# spawn_institution = {
# institution = global_trade
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned global_trade in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = manufactories }
# }
# spawn_institution = {
# institution = manufactories
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned manufactories in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = enlightenment }
# }
# spawn_institution = {
# institution = enlightenment
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned enlightenment in [This.GetName]"
# }
# }
# else_if = {
# limit = {
# NOT = { has_institution = industrialization }
# }
# spawn_institution = {
# institution = industrialization
# }
# event_target:base_target = {
# log = "[Root.GetName] spawned industrialization in [This.GetName]"
# }
# }
# }
# }
# ai_will_do = {
# factor = 1000
# }
# }