﻿# CK3 1.20: player-only succession unlocks.
# Flat law definitions are required by the 1.20 format.
# Unchanged laws and law groups are provided by the base game.

confederate_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 0

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				trigger_if = {
					limit = {
						government_has_flag = government_is_japan_feudal
						tgp_realm_has_ceremonial_liege_trigger = yes
					}
					is_independent_ruler = no
				}
				trigger_else = { always = yes } # for readability
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_partition_succession_law_trigger = yes
				trigger_if = {
					limit = {
						exists = primary_title
					}
					is_confederation_member = no
				}
			}
		}
	}
	can_have = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_confederate_partition_succession_law_trigger = yes
				trigger_if = {
					limit = {
						exists = primary_title
					}
					is_confederation_member = no
				}
			}
		}
	}
	should_start_with = {
		NOR = {
			historical_succession_access_single_heir_succession_law_trigger = yes
			historical_succession_access_single_heir_succession_law_youngest_trigger = yes
			historical_succession_access_single_heir_dynasty_house_trigger = yes
		}
		OR = {
			AND = {
				government_has_flag = government_is_feudal
				culture = {
					NOR = {
						has_innovation = innovation_hereditary_rule
						has_innovation = innovation_heraldry
					}
				}
			}
			government_has_flag = government_is_tribal
		}
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
		create_primary_tier_titles = yes
	}
	flag = partition_succession_law
	modifier = {
		glory_hound_opinion = 10
		parochial_opinion = 5
		belligerent_opinion = -10
		dynasty_house_opinion = 5
		eligible_child_opinion = 10
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
	}

	potential = {
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_clan
			government_has_flag = government_is_administrative
			government_has_flag = government_is_mandala
			government_has_flag = government_is_celestial
			government_has_flag = government_is_meritocratic
			government_has_flag = government_is_steppe_admin
		}
	}
}

partition_succession_law = {
	law_group_type = succession_order_laws
	index = 1

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				OR = {
					can_keep_partition_succession_law_trigger = yes
					trigger_if = {
						limit = {
							exists = primary_title
						}
						is_confederation_member = yes
					}
				}
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				# it's failure only block, workaround for showing correct toolip.
				trigger_if = {
					limit = {
						exists = primary_title
						is_confederation_member = yes
					}
					is_confederation_member = yes
				}
				trigger_else = {
					can_change_partition_succession_law_trigger = yes
				}
			}
		}
	}
	can_have = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				# it's failure only block, workaround for showing correct toolip.
				trigger_if = {
					limit = {
						exists = primary_title
						is_confederation_member = yes
					}
					is_confederation_member = yes
				}
				trigger_else = {
					can_have_partition_succession_law_trigger = yes
				}
			}
		}
	}
	should_start_with = {
		NOR = {
			historical_succession_access_single_heir_succession_law_trigger = yes
			historical_succession_access_single_heir_succession_law_youngest_trigger = yes
			historical_succession_access_single_heir_dynasty_house_trigger = yes
		}
		government_has_flag = government_is_feudal
		culture = {
			has_innovation = innovation_hereditary_rule
			NOT = {
				has_innovation = innovation_heraldry
			}
		}
		NOT = { government_has_mechanic = administrative }
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
	}
	flag = partition_succession_law
	modifier = {
		glory_hound_opinion = 10
		parochial_opinion = 5
		belligerent_opinion = -10
		player_heir_opinion = 10
		eligible_child_except_player_heir_opinion = 5
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
	}

	ai_will_do = {
		if = {
			limit = { has_realm_law = confederate_partition_succession_law }
			value = 1
		}
	}

	potential = {
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_clan
			government_has_flag = government_is_administrative
			government_has_flag = government_is_mandala
			government_has_flag = government_is_celestial
			government_has_flag = government_is_meritocratic
			government_has_flag = government_is_steppe_admin
		}
	}
}

high_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 2

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_high_partition_succession_law_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_partition_succession_law_trigger = yes
			}
		}
	}
	can_have = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				NOT = { government_has_flag = government_is_nomadic }
				can_have_high_partition_succession_law_trigger = yes
			}
		}
	}
	should_start_with = {
		NOR = {
			historical_succession_access_single_heir_succession_law_trigger = yes
			historical_succession_access_single_heir_succession_law_youngest_trigger = yes
			historical_succession_access_single_heir_dynasty_house_trigger = yes
		}
		government_has_flag = government_is_feudal
		culture = {
			has_innovation = innovation_heraldry
			NOT = {
				has_innovation = innovation_primogeniture
			}
		}
		NOT = { government_has_mechanic = administrative }
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
		primary_heir_minimum_share = 0.5
	}
	flag = partition_succession_law
	modifier = {
		glory_hound_opinion = 5
		belligerent_opinion = -10
		player_heir_opinion = 15
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
	}

	ai_will_do = {
		if = {
			limit = {
				OR = {
					has_realm_law = confederate_partition_succession_law
					has_realm_law = partition_succession_law
				}
			}
			value = 2
		}
	}

	potential = {
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_clan
			government_has_flag = government_is_administrative
			government_has_flag = government_is_mandala
			government_has_flag = government_is_celestial
			government_has_flag = government_is_meritocratic
			government_has_flag = government_is_steppe_admin
		}
	}
}

single_heir_succession_law = {
	law_group_type = succession_order_laws
	index = 3

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_single_heir_succession_law_trigger = yes
				# Vassal Contract allows it
				custom_description = {
					text = succession_laws_must_not_be_forced_partition
					NAND = {
						top_liege != this
						vassal_contract_has_flag = locked_to_partition
					}
				}
			}
		}
	}
	can_title_have = {
		# Ceremonial Regent
		NOT = { exists = var:administrative_ui_special_title.holder }
	}
	can_have = {
		NOT = { government_has_flag = government_is_nomadic }
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_single_heir_succession_law_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_succession_law_trigger = yes
				trigger_if = {
					limit = {
						government_has_flag = government_is_clan
					}
					piety_level >= 3
				}
				trigger_if = {
					limit = {
						government_has_mechanic = administrative
					}
					influence_level >= 4
					has_active_diarchy = no
					primary_title = { title_held_years >= 10 }
				}
			}
		}
	}
	should_start_with = {
		OR = {
			historical_succession_access_single_heir_succession_law_trigger = yes
			culture = {
				has_innovation = innovation_primogeniture
			}
		}
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = single_heir
	}
	flag = advanced_succession_law
	modifier = {
		glory_hound_opinion = -10
		parochial_opinion = -5
		player_heir_opinion = 20
		eligible_child_except_player_heir_opinion = -5
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
		piety = {
			value = 0
			if = {
				limit = {
					government_has_flag = government_is_clan
				}
				add = {
					desc = "clan_government_cost_tooltip"
					value = 1500
				}
			}
		}
	}
	revoke_cost = {
		prestige = change_succession_law_prestige_cost
	}

	ai_will_do = {
		value = 3
	}

	potential = {
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_mandala
		}
		trigger_if = {
			limit = {
				government_has_mechanic = administrative
			}
			OR = {
				is_independent_ruler = yes
				tgp_is_ceremonial_liege_trigger = yes
			}
		}
	}
}

single_heir_succession_law_youngest = {
	law_group_type = succession_order_laws
	index = 5

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_single_heir_youngest_succession_law_trigger = yes
				# Vassal Contract allows it
				custom_description = {
					text = succession_laws_must_not_be_forced_partition
					NAND = {
						top_liege != this
						vassal_contract_has_flag = locked_to_partition
					}
				}
			}
		}
	}
	can_have = {
		NOT = { government_has_flag = government_is_nomadic }
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_single_heir_youngest_succession_law_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_succession_law_trigger = yes
				trigger_if = {
					limit = {
						government_has_flag = government_is_clan
					}
					piety_level >= 3
				}
				trigger_if = {
					limit = {
						government_has_mechanic = administrative
					}
					influence_level >= 4
					has_active_diarchy = no
					primary_title = { title_held_years >= 10 }
				}
			}
		}
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = youngest
		title_division = single_heir
	}

	flag = advanced_succession_law
	modifier = {
		glory_hound_opinion = -10
		parochial_opinion = -5
		player_heir_opinion = 20
		eligible_child_except_player_heir_opinion = -5
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
		piety = {
			value = 0
			if = {
				limit = {
					government_has_flag = government_is_clan
				}
				add = {
					desc = "clan_government_cost_tooltip"
					value = 1500
				}
			}
		}
	}
	revoke_cost = {
		prestige = change_succession_law_prestige_cost
	}

	potential = {
		trigger_if = {
			limit = {
				government_has_flag = government_is_administrative
			}
			is_independent_ruler = yes
		}
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_mandala
		}
	}
}

single_heir_dynasty_house = { # LAST CALL
	law_group_type = succession_order_laws
	index = 6

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_single_heir_dynasty_house_trigger = yes
				# Vassal Contract allows it
				custom_description = {
					text = succession_laws_must_not_be_forced_partition
					NAND = {
						top_liege != this
						vassal_contract_has_flag = locked_to_partition
					}
				}
			}
		}
	}
	can_have = {
		NOT = { government_has_flag = government_is_nomadic }
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_single_heir_dynasty_house_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_single_heir_dynasty_house_succession_law_trigger = yes
				trigger_if = {
					limit = {
						government_has_flag = government_is_clan
					}
					piety_level >= 3
				}
			}
		}
	}
	should_start_with = {
		historical_succession_access_single_heir_dynasty_house_trigger = yes
		NOT = { government_has_mechanic = administrative }
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = dynasty_house
		rank = oldest
		title_division = single_heir
	}

	flag = advanced_succession_law
	modifier = {
		glory_hound_opinion = -5
		eligible_child_except_player_heir_opinion = -15
		dynasty_house_opinion = 5
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
		piety = {
			value = 0
			if = {
				limit = {
					government_has_flag = government_is_clan
				}
				add = {
					desc = "clan_government_cost_tooltip"
					value = 1500
				}
			}
		}
	}
	revoke_cost = {
		prestige = change_succession_law_prestige_cost
	}

	ai_will_do = {
		if = {
			limit = {
				exists = primary_title
				primary_title.tier > tier_county
				OR = {
					#West Slavic
					culture = { has_cultural_pillar = heritage_west_slavic }
				}
			}
			value = 2
		}
	}

	potential = {
		NOR = {
			government_has_flag = government_is_administrative
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_mandala
		}
	}
}

acclamation_succession_law = {
	law_group_type = succession_order_laws
	index = 7

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_acclamation_succession_law_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_acclamation_succession_law_trigger = yes
			}
		}
	}
	can_have = {
		NOT = { government_has_flag = government_is_nomadic }
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_acclamation_succession_law_trigger = yes
			}
		}
	}
	should_start_with = {
		has_ep3_dlc_trigger = yes
		has_title = title:e_byzantium
		government_has_mechanic = administrative
	}
	succession = {
		order_of_succession = appointment
		appointment_type = admin_emperor
	}
	flag = advanced_succession_law
	flag = can_designate_heirs
	flag = appointment_type_succession
	pass_cost = {
		prestige = {
			value = change_succession_law_prestige_cost
			multiply = {
				value = 0.5 # We reduce the cost to ensure that going back to acclamation is easy
				desc = "[administrative_government|E]"
			}
		}
	}
	ai_will_do = {
		if = {
			limit = { has_realm_law = confederate_partition_succession_law }
			value = 1
		}
	}
	potential = {
		government_has_mechanic = administrative
		is_independent_ruler = yes
		NOR = {
			government_has_flag = government_is_japan_administrative
			government_has_flag = government_has_merit
		}
	}
}

appointment_succession_law = {
	law_group_type = succession_order_laws
	index = 8

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_keep_appointment_succession_law_trigger = yes
				# Vassal Contract allows it
				custom_description = {
					text = succession_laws_must_not_be_forced_partition
					NAND = {
						top_liege != this
						vassal_contract_has_flag = locked_to_partition
					}
				}
			}
		}
	}
	can_have = {
		NOT = { government_has_flag = government_is_nomadic }
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				can_have_appointment_succession_law_trigger = yes
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				can_change_appointment_succession_law_trigger = yes
			}
		}
	}
	should_start_with = {
		government_has_mechanic = administrative
		NOR = {
			government_has_flag = government_is_japan_administrative
			government_has_flag = government_has_merit
		}
		is_independent_ruler = no
	}
	succession = {
		order_of_succession = appointment
		appointment_type = admin_governor
	}
	flag = advanced_succession_law
	flag = appointment_type_succession
	modifier = {
		glory_hound_opinion = -10
		parochial_opinion = -5
		player_heir_opinion = 20
		eligible_child_except_player_heir_opinion = -5
	}
	pass_cost = {
		prestige = change_succession_law_prestige_cost
	}
	revoke_cost = {
		prestige = change_succession_law_prestige_cost
	}

	ai_will_do = {
		if = {
			limit = {
				OR = {
					has_realm_law = confederate_partition_succession_law
					has_realm_law = partition_succession_law
					has_realm_law = high_partition_succession_law
				}
			}
			value = 3
		}
	}

	potential = {
		government_has_mechanic = administrative # Default succession law for all admin types...
		NOR = { # ... Unless you have a unique succession available
			government_has_flag = government_is_japan_administrative
			government_has_flag = government_has_merit
		}
		is_independent_ruler = no
	}
}

landless_adventurer_succession_law = {
	law_group_type = succession_order_laws
	index = 9

	can_keep = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				government_has_flag = government_is_landless_adventurer
			}
		}
	}
	can_have = {
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				government_has_flag = government_is_landless_adventurer
			}
		}
	}
	can_pass = {
		OR = {
			is_ai = no
			AND = {
				government_has_flag = government_is_landless_adventurer
			}
		}
	}
	should_start_with = {
		government_has_flag = government_is_landless_adventurer
	}
	should_show_for_title = { # Never show this in the UI, just apply it through script
		always = no
	}
	can_remove_from_title = {
		always = no
	}
	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = single_heir
		exclude_rulers = yes
		limit_to_courtiers = yes
	}
	flag = can_designate_heirs

	potential = {
		OR = {
			is_ai = no
			AND = {
				government_has_flag = government_is_landless_adventurer
			}
		}
	}
}

bishop_theocratic_succession_law = {
	law_group_type = succession_order_laws
	index = 12

	can_keep = {
		can_have_bishop_theocratic_succession_law_trigger = yes # same as can_have
	}
	can_have = {
		can_have_bishop_theocratic_succession_law_trigger = yes
	}
	should_start_with = {
		always = yes
	}
	succession = {
		order_of_succession = theocratic
		faith = same_faith
		pool_character_config = pool_theocratic_succession
	}

	potential = {
		OR = {
			is_ai = no
			AND = {
				can_have_bishop_theocratic_succession_law_trigger = yes
			}
		}
	}
}

holy_order_succession_law = {
	law_group_type = succession_order_laws
	index = 13

	can_keep = {
		can_have_holy_order_succession_law_trigger = yes # same as can_have
	}
	can_have = {
		can_have_holy_order_succession_law_trigger = yes
	}
	should_start_with = {
		government_has_flag = government_is_military_holy_order
		NOT = {
			primary_title ?= {
				has_variable = order_heritage
			}
		}
	}
	succession = {
		order_of_succession = theocratic
		faith = same_faith
		pool_character_config = pool_holy_order_succession
	}

	potential = {
		OR = {
			is_ai = no
			AND = {
				can_have_holy_order_succession_law_trigger = yes
			}
		}
	}
}

mercenary_company_succession_law = {
	law_group_type = succession_order_laws
	index = 18

	can_keep = {
		can_have_mercenary_succession_law_trigger = yes
	}
	can_have = {
		can_have_mercenary_succession_law_trigger = yes
	}
	should_start_with = {
		government_has_flag = government_is_mercenary
	}
	succession = {
		order_of_succession = company
		pool_character_config = pool_mercenary_succession
	}

	potential = {
		OR = {
			is_ai = no
			AND = {
				can_have_mercenary_succession_law_trigger = yes
			}
		}
	}
}

city_succession_law = {
	law_group_type = succession_order_laws
	index = 19

	can_keep = {
		can_have_city_succession_law_trigger = yes
	}
	can_have = {
		can_have_city_succession_law_trigger = yes
	}
	should_start_with = {
		government_has_flag = government_is_republic
	}
	succession = {
		order_of_succession = generate
		pool_character_config = pool_city_succession
	}

	potential = {
		OR = {
			is_ai = no
			AND = {
				can_have_city_succession_law_trigger = yes
			}
		}
	}
}

clan_antagonistic_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 20

	can_keep = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = antagonistic
				}
			}
		}
	}
	can_pass = {
		government_has_flag = government_is_clan
		OR = {
			is_ai = no
			AND = {
				house ?= {
					has_house_unity_stage = antagonistic
				}
			}
		}
	}
	can_have = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = antagonistic
				}
			}
		}
	}

	should_start_with = {
		government_has_flag = government_is_clan
		house ?= { has_house_unity_stage = antagonistic }
	}

	potential = {
		government_has_flag = government_is_clan
	}

	requires_approve = {
		NOT = {
			government_has_flag = government_is_clan
		}
	}

	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
	}

	flag = same_house_vassals_gain_claim_on_primary_title
	flag = house_unity_stage_antagonistic

	modifier = {
		dynasty_house_opinion = -10
		glory_hound_opinion = 15
		zealot_opinion = 10
		belligerent_opinion = -10
		player_heir_opinion = 10
		eligible_child_except_player_heir_opinion = 5
	}

	widget_name = "widget_clan_law"
}

clan_competitive_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 21

	can_keep = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = competitive
				}
			}
		}
	}
	can_pass = {
		government_has_flag = government_is_clan
		OR = {
			is_ai = no
			AND = {
				house ?= {
					has_house_unity_stage = competitive
				}
			}
		}
	}
	can_have = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = competitive
				}
			}
		}
	}
	should_start_with = {
		government_has_flag = government_is_clan
		house ?= { has_house_unity_stage = competitive }
	}

	potential = {
		government_has_flag = government_is_clan
	}

	requires_approve = {
		NOT = {
			government_has_flag = government_is_clan
		}
	}

	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
	}

	flag = same_house_vassals_gain_claim_on_primary_title
	flag = house_unity_stage_competitive

	modifier = {
		glory_hound_opinion = 10
		zealot_opinion = 5
		belligerent_opinion = -5
		player_heir_opinion = 10
		eligible_child_except_player_heir_opinion = 5
	}

	widget_name = "widget_clan_law"
}

clan_impassive_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 22

	can_keep = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					OR = {
						has_house_unity_stage = impassive
						# In case the house is fully unlanded
						has_house_unity = no
					}
				}
			}
		}
	}
	can_pass = {
		government_has_flag = government_is_clan
		OR = {
			is_ai = no
			AND = {
				house ?= {
					has_house_unity_stage = impassive
				}
			}
		}
	}
	can_have = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = impassive
				}
			}
		}
	}
	should_start_with = {
		government_has_flag = government_is_clan
		house ?= {
			OR = {
				has_house_unity_stage = impassive
				# In case the house is fully unlanded
				has_house_unity = no
			}
		}
	}

	potential = {
		government_has_flag = government_is_clan
	}

	requires_approve = {
		NOT = {
			government_has_flag = government_is_clan
		}
	}

	flag = house_unity_stage_impassive

	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
		primary_heir_minimum_share = 0.25
	}
	modifier = {
		glory_hound_opinion = 5
		parochial_opinion = 5
		player_heir_opinion = 15
	}

	widget_name = "widget_clan_law"
}

clan_friendly_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 23

	can_keep = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = friendly
				}
			}
		}
	}
	can_pass = {
		government_has_flag = government_is_clan
		OR = {
			is_ai = no
			AND = {
				house ?= {
					has_house_unity_stage = friendly
				}
			}
		}
	}
	can_have = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = friendly
				}
			}
		}
	}
	should_start_with = {
		government_has_flag = government_is_clan
		house ?= { has_house_unity_stage = friendly }
	}

	potential = {
		government_has_flag = government_is_clan
	}

	requires_approve = {
		NOT = {
			government_has_flag = government_is_clan
		}
	}

	flag = house_unity_stage_friendly

	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
		primary_heir_minimum_share = 0.5
	}
	modifier = {
		parochial_opinion = 10
		courtly_opinion = 5
		player_heir_opinion = 25
	}

	widget_name = "widget_clan_law"
}

clan_harmonious_partition_succession_law = {
	law_group_type = succession_order_laws
	index = 24

	can_keep = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = harmonious
				}
			}
		}
	}
	can_pass = {
		government_has_flag = government_is_clan
		OR = {
			is_ai = no
			AND = {
				house ?= {
					has_house_unity_stage = harmonious
				}
			}
		}
	}
	can_have = {
		government_has_flag = government_is_clan
		OR = {
			epg_player_law_exemption_trigger = yes
			AND = {
				house ?= {
					has_house_unity_stage = harmonious
				}
			}
		}
	}
	should_start_with = {
		government_has_flag = government_is_clan
		house ?= {
			has_house_unity_stage = harmonious
		}
	}
	potential = {
		government_has_flag = government_is_clan
	}

	requires_approve = {
		NOT = {
			government_has_flag = government_is_clan
		}
	}

	flag = house_unity_stage_harmonious

	succession = {
		order_of_succession = inheritance
		traversal_order = children
		rank = oldest
		title_division = partition
		primary_heir_minimum_share = 0.75
	}
	modifier = {
		parochial_opinion = 15
		courtly_opinion = 10
		player_heir_opinion = 40
	}

	widget_name = "widget_clan_law"
}
