xorme_moh_administrative_district = {}
xorme_moh_auto_administrative_district = {}

default = {
	# Graphics:
	sprite = GFX_icon_vassal
	diplomacy_overlord_sprite = GFX_diplomacy_leadvassal # The one that the overlord sees
	diplomacy_subject_sprite = GFX_diplomacy_amvassal	# The one that the subject sees

	# Triggers:
	is_potential_overlord = { always = no } 			# This part is not copied in copy_from. Actual default is equivalent to always = yes
	
	# Properties:
	has_overlords_ruler = no
	can_fight_independence_war = yes
	is_voluntary = no									# Whether they can leave the relationship whenever they want
	transfer_trade_power = no
	transfer_trade_if_merchant_republic = no
	joins_overlords_wars = yes
	can_be_co_belligerented =  no    #Enemies can force this subject to join its overlord into the defense war. Only used when the subject has the "joins_overlords_wars = no". By default it's "no".
	must_accept_cta_from_overlord =  no    #Overlord can ask subject to join wars like it could ask allies to join. You would require favors  to call them to wars. Only used when the subject has the "joins_overlords_wars = no". By default it's "no"
	favors_cost_to_join_offensive_wars = 0   #Defines how much favors the overlord need to invest to call the subject into an offensive war
	favors_cost_to_join_defensive_wars = 0   #Defines how much favors the overlord need to invest to call the subject into a defensive war
	opinion_cost_to_join_offensive_wars = 0   #Defines how much opinion the subject loses of the overlord to call the subject into an offensive war. Applied if you do not have Leviathan
	opinion_cost_to_join_defensive_wars = 0   #Defines how much opinion the subject loses of the overlord to call the subject into a defensive war. Applied if you do not have Leviathan
	opinion_cost_instead_of_favors_cost = no   #Determines if the subject requires favors or opinion to join a the war. If set "yes" then it requires the aforementioned opinion costs - regardless if Leviathan is active or not. "No" is the default setting
	opinion_on_subject_integration = 30 #Determines how much opinion they actually lose when a fellow subject gets integrated.
	joins_colonial_wars = no
	can_be_integrated = no
	can_release_and_play = no							# "Release Colony" in SubjectView
	uses_tariffs = no
	dynamically_created_during_history = no				# If the country is automatically created. ( Makes for special checks during history )
	eats_overlords_colonies = no						# Wheter subject assumes control of overlord's colonies in same colonial region.
	has_colonial_parent = no							# Regulates most rules that should hold only for colonies
	overlord_can_attack = yes
	overlord_can_be_subject = no
	can_have_subjects_of_other_types = no
	can_be_annexed = no
	takes_diplo_slot = yes
	has_power_projection = yes
	can_release_in_peace = yes
	uses_military_focus = yes
	overlord_protects_external = no						# Whether overlord always gets called (declinable) against countries without the same overlord. When this is 'no' overlord will only join if the defender would have been blocked (by its subject type) from attacking the attacker.
	counts_for_borders = yes							# Whether distance between borders counts this subject type as part of its overlord's borders.
	overlord_enforce_peace_attacking = no				# Whether the overlord can enforce peace on the subject's enemy even when the subject is the attacker
	can_use_claims = yes								# Whether the overlord can use the subject's claims and cores for declaring war
	gives_daimyo_bonuses = no
	gets_help_with_rebels = no							# Only for AI. Bidirectional.
	share_rebel_popup = yes								# Whether the Overlord gets popups about Subject's rebels and sees them in Stability View.
	separatists_become_subjects = no					# Whether separatist rebels enforcing demands will become subjects of the overlord.
	allows_taking_land_without_independence = no
	can_transfer_in_peace = yes							# Whether this subject type can be made into a vassal with the "Transfer Subject" Age Ability.
	can_set_mil_focus = yes
	can_send_missionary_to_subject = yes				# Requires Cradle of Civilization
	can_union_break = no								# Only works together with has_overlords_ruler
	overlord_can_fabricate_for = yes
	does_overlord_size_count_for_warscore_cost = yes
	is_colony_subtype = no
	is_march = no
	forms_trade_companies = yes
	can_concentrate_development = yes
	can_have_great_projects_moved_by_overlord = yes
	extend_trading_range = no
	can_gain_favors = no

	max_government_rank = 0								# 0 means no limit
	cities_required_for_bonuses = 0						# How many cities the subject needs before giving bonuses to overlord
	trust_on_start = 35									# Overlord and subject will each get this much extra trust with each other at game start

	base_liberty_desire = 0.0
	liberty_desire_negative_prestige = 0.0
	liberty_desire_development_ratio = 0.0
	liberty_desire_same_dynasty = 0.0
	liberty_desire_revolution = 30.0					# Liberty desire at 100% revolution spread in country
	pays_overlord = 0.0									# 1.0 represents the amount payed by vassals
	forcelimit_to_overlord = 0.0						# Percent of subject FL to use as base for modifiers
	naval_forcelimit_to_overlord = 0.0					# Percent of subject FL to use as base for modifiers
	manpower_to_overlord = 0.0							# Percent of subject FL to use as base for modifiers
	sailors_to_overlord = 0.0							# Percent of subject FL to use as base for modifiers
	military_focus = 1.0								# How much the AI subject should spend etc. on army and forts. 0 should make them spend nothing. Very high values will probably not make a big difference since there will be sanity checks.
	annex_cost_per_development = 8.0					# annex/integrate cost per development

	relative_power_class = 1 							# See description above
	should_quit_wars_on_activation = yes
	diplomacy_view_class = 1							# See description above
	can_fight = {
	}
	can_rival = {
	}
	can_ally = {
	}
	can_marry = {
	}

	# Subject Interactions:
	# (continuous)
	embargo_rivals = yes
	support_loyalists = no
	subsidize_armies = no
	scutage = no
	send_officers = no
	divert_trade= no
	# (immediate)
	placate_rulers = yes
	place_relative_on_throne = no
	enforce_religion = yes
	customize_subject = no
	replace_governor = no
	grant_province = yes
	enforce_culture = no
	siphon_income = no
	fortify_march = no
	seize_territory = no
	start_colonial_war = no
	grant_core_claim = yes
	sacrifice_ruler = no
	sacrifice_heir = no
	increase_tariffs = no
	decrease_tariffs = no
	takeondebt = yes
	bestow_gifts = no
	send_additional_troops = no
	demand_artifacts = no
	demand_additional_tribute = no
	force_seppuku = no
	press_sailors = no
	contribute_to_capital = no
	force_isolation = no
	return_land = no
	conscript_general = no
	knowledge_sharing = yes
	block_settlement_growth = yes
	allow_settlement_growth = yes
	change_colonial_type = no
	upgrade_subject_type = no
	seize_court_resources = no
	request_extra_levies = no
	grant_administrative_autonomy = no

	# disable_inheritance = yes # Use this for Personal Union types of subjects to disallow the inheriting mechanic

	# (special)
	sword_hunt = no
	sankin_kotai = no
	expel_ronin = no

	# Modifiers:
	modifier_subject = clear # Use this to clear after copy_from.
	modifier_subject = { # Otherwise, this only adds modifiers, and doesn't remove previously added.
		modifier = subject_nation
	}
	modifier_overlord = clear

	overlord_opinion_modifier = null # If not "null" it will look for a modifier with that name in 00_opinion_modifiers.txt and other files in that directory.
	subject_opinion_modifier = null
}


#xorme_moh_administrative_district = {
#	copy_from = default
#
#	# Graphics:
#	sprite = GFX_subject_ad_moh_icon
#	diplomacy_overlord_sprite = GFX_overlord_subject_ad_moh_icon
#	diplomacy_subject_sprite = GFX_subject_subject_ad_moh_icon
#
#	# Properties:
#	transfer_trade_power = yes
#	gets_help_with_rebels = yes
#
#	can_fight_independence_war = no
#	can_be_annexed = no
#	has_power_projection = no
#	forms_trade_companies = no
#	allow_settlement_growth = no
#	block_settlement_growth = no
#	grant_province = no
#	placate_rulers = no
#	embargo_rivals = no
#	takes_diplo_slot = no
#	can_concentrate_development = no
#
#	max_government_rank = 1
#
#	base_liberty_desire = 30
#	liberty_desire_development_ratio = 0.25
#	liberty_desire_negative_prestige = 0.1
#
#	pays_overlord = 0.5
#	forcelimit_to_overlord = 0.125
#	manpower_to_overlord = 0.2
#	naval_forcelimit_to_overlord = 0.15
#	sailors_to_overlord = 0.2
#
#	replace_governor = yes
#	enforce_culture = yes
#
#	relative_power_class = 1
#	diplomacy_view_class = 2
#
#
#	# Subject Interactions:
#	scutage = no
#	place_relative_on_throne = no
#	sacrifice_ruler = no
#	sacrifice_heir = no
#	divert_trade = no
#	seize_territory = no
#
#	modifier_overlord = clear
#	modifier_subject = clear
#
#	overlord_opinion_modifier = is_vassal
#	subject_opinion_modifier = is_vassal
#}