﻿succession_order_laws = {

	flag = succession_order_laws

	can_change_law_group = {
		custom_tooltip = {
			text = CANT_CHANGE_LAW_TOOLTIP
			NOR = {
				has_realm_law = mandala_succession_law
				government_has_flag = government_is_japan_administrative
			}
		}
	}

	confederate_partition_succession_law = {
		can_keep = {
			always = yes
		}
		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 = {
				is_ai = no
				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 = {
		can_keep = {
			always = yes
		}
		can_pass = {
			OR = {
				can_keep_partition_succession_law_trigger = yes
				trigger_if = {
					limit = {
						exists = primary_title
					}
					is_confederation_member = yes
				}
				is_ai = no
			}		
		}
		can_have = {
			OR = {
				can_have_partition_succession_law_trigger = yes
				trigger_if = {
					limit = {
						exists = primary_title
					}
					is_confederation_member = yes
				}
				is_ai = 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
			}
			government_has_flag = government_is_feudal
			culture = {
				has_innovation = innovation_hereditary_rule
				NOT = {
					has_innovation = innovation_heraldry
				}
			}
			NOT = { government_allows = 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 = {
		can_keep = {
			always = yes
		}
		can_pass = {
			OR = {
				can_change_partition_succession_law_trigger = yes
				is_ai = no
			}		
			
		}
		can_have = {
			OR = {
				AND = {
					NOT = { government_has_flag = government_is_nomadic }
					can_have_high_partition_succession_law_trigger = yes
				}
				is_ai = 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
			}
			government_has_flag = government_is_feudal
			culture = {
				has_innovation = innovation_heraldry
			}
			NOT = { government_allows = 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 = {
		can_keep = {
			always = yes
		}
		can_have = {
			NOT = { government_has_flag = government_is_nomadic }
			OR = {
				can_have_single_heir_succession_law_trigger = yes
				is_ai = no			
			}			
		}
		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_allows = administrative
						}
						influence_level >= 4
						has_active_diarchy = no
						primary_title = { title_held_years >= 10 }
					}
				}
			}
		}
		should_start_with = {
			historical_succession_access_single_heir_succession_law_trigger = yes
		}
		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_allows = administrative
				}
				OR = {
					is_independent_ruler = yes
					tgp_is_ceremonial_liege_trigger = yes
				}
			}
		}
	}

	single_heir_succession_kurultai_law = {
		can_keep = {
			government_has_flag = government_is_nomadic
		}
		can_have = {
			government_has_flag = government_is_nomadic
		}
		can_pass = {
			government_has_flag = government_is_nomadic
		}
		should_start_with = {
			government_has_flag = government_is_nomadic
		}
		succession = {
			order_of_succession = inheritance
			traversal_order = children
			rank = oldest
			title_division = single_heir
		}
		flag = advanced_succession_law
		flag = can_designate_heirs
		modifier = {
			belligerent_opinion = 10
			glory_hound_opinion = 5
			player_heir_opinion = 20
			eligible_child_except_player_heir_opinion = -20
		}
		pass_cost = {
		}
		revoke_cost = {
			prestige = change_succession_law_prestige_cost
		}

		ai_will_do = {
			value = 3
		}

		potential = {
			government_has_flag = government_is_nomadic
		}
	}

	single_heir_succession_law_youngest = {
		can_keep = {
			always = yes
		}
		can_have = {
			NOT = { government_has_flag = government_is_nomadic }
			OR = {
				is_ai = no
				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_allows = 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
		can_keep = {
			always = yes
		}
		can_have = {
			NOT = { government_has_flag = government_is_nomadic }
			OR = {
				can_have_single_heir_dynasty_house_trigger = yes
				is_ai = no
			}		
		}
		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_allows = 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 = {
		can_keep = {
			OR = {
				is_ai = no
				can_keep_acclamation_succession_law_trigger = yes
			}
		}
		can_pass = {
			OR = {
				is_ai = no
				can_change_acclamation_succession_law_trigger = yes
			}
		}
		can_have = {
			NOT = { government_has_flag = government_is_nomadic }
			OR = {
				is_ai = no
				can_have_acclamation_succession_law_trigger = yes
			}
		}
		should_start_with = {
			has_ep3_dlc_trigger = yes
			has_title = title:e_byzantium
			government_allows = 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_allows = administrative
			is_independent_ruler = yes	
			NOR = {
				government_has_flag = government_is_celestial
				government_has_flag = government_is_japan_administrative
				government_has_flag = government_is_meritocratic
				government_has_flag = government_is_steppe_admin
			}		
		}
	}

	appointment_succession_law = {
		can_keep = {
			OR = {
				is_ai = no
				
				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 = {
				is_ai = no
				can_have_appointment_succession_law_trigger = yes
			}
		}
		can_pass = {
			OR = {
				is_ai = no
				can_change_appointment_succession_law_trigger = yes
			}
		}
		should_start_with = {
			government_allows = administrative
			NOR = {
				government_has_flag = government_is_celestial
				government_has_flag = government_is_japan_administrative
				government_has_flag = government_is_meritocratic
			}
			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_allows = administrative # Default succession law for all admin types...
			NOR = { # ... Unless you have a unique succession available
				government_has_flag = government_is_celestial
				government_has_flag = government_is_japan_administrative
				government_has_flag = government_is_meritocratic
			}
			is_independent_ruler = no		
		}
	}

	landless_adventurer_succession_law = {
		can_keep = {
			OR = {
				is_ai = no
				government_has_flag = government_is_landless_adventurer
			}
		}
		can_have = {
			OR = {
				is_ai = no
				government_has_flag = government_is_landless_adventurer		
			}
		}
		can_pass = {
			OR = {
				is_ai = no
				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
				government_has_flag = government_is_landless_adventurer			
			}
		}
	}

	bishop_theocratic_succession_law = {
		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
				can_have_bishop_theocratic_succession_law_trigger = yes
			}
		}

	}

	holy_order_succession_law = {
		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_holy_order
		}
		succession = {
			order_of_succession = theocratic
			faith = same_faith
			pool_character_config = pool_holy_order_succession
		}

		potential = {
			OR = {
				is_ai = no
				can_have_holy_order_succession_law_trigger = yes
			}
		}
	}
	
	mercenary_company_succession_law = {
		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
				can_have_mercenary_succession_law_trigger = yes
			}
		}
	}

	city_succession_law = {
		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
				can_have_city_succession_law_trigger = yes				
			}
		}
	}

	clan_antagonistic_partition_succession_law = {
		can_keep = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = antagonistic
				}
			}
		}
		can_pass = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = antagonistic
				}
			}
		}
		can_have = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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 = {
		can_keep = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = competitive
				}
			}
		}
		can_pass = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = competitive
				}
			}
		}
		can_have = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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 = {
		can_keep = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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
				house ?= {
					has_house_unity_stage = impassive
				}
			}
		}
		can_have = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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 = {
		can_keep = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = friendly
				}
			}
		}
		can_pass = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = friendly
				}
			}
		}
		can_have = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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 = {
		can_keep = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = harmonious
				}
			}
		}
		can_pass = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				house ?= {
					has_house_unity_stage = harmonious
				}
			}
		}
		can_have = {
			government_has_flag = government_is_clan
			OR = {
				is_ai = no
				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"
	}

	
	herder_succession_law = {

		can_keep = {
			can_have_herder_succession_law_trigger = yes
		}

		can_have = {
			can_have_herder_succession_law_trigger = yes
		}

		should_start_with = {
			government_has_flag = government_is_herder
		}

		can_remove_from_title = {
			always = no
		}

		succession = {
			order_of_succession = generate
			pool_character_config = pool_herder_succession
		}

		potential = {
			can_have_herder_succession_law_trigger = yes
		}

	}
}
