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Wise Strategist

First Lieutenant
79 Badges
Aug 12, 2007
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I modified the decision to convert to a empire so that you could also make the decision if you're a republic. I also add in a new 'Republic Federation' government type and created a decision for that as well, but neither seems to be showing up in despite my having 51 cites, could someone tell me how I can fix this problem, did I set everything right, and if not what do I have to do to get to so up in the game, oh and yes I did make the needed adjustments to the required localization file.

create_empire = {
potential = {
government = republic
government = monarchy
government = republic_federation
NOT = { government = imperium }
}
allow = {
num_of_cities = 50
government = republic {
tyranny = 10

}
effect = {
government = imperium
}
revoke_allowed = {
government = monarchy {
always = no
government = republic {
always = yes
}

ai_will_do = {
government = imperium {
factor = 1
government = republic {
factor = 0.5
}
ai_will_revoke = {
government = imperium {
factor = 0
government = republic {
factor = 0.5



create_federation = {
potential = {
government = imperium
government = republic
NOT = { government = republic_federation }
}
allow = {
num_of_cities = 50
}
effect = {
government = republic_federation
}
revoke_allowed = {
government = imperium {
always = no
government = republic {
always = yes
}

ai_will_do = {
government = imperium {
factor = 1
government = republic {
factor = 0.5
}
ai_will_revoke = {
government = imperium {
factor = 0
government = republic {
factor = 0.5
 
I think you may need an OR in the potential so instead of this:

Code:
create_empire = {
	potential = {
		government = republic
		government = monarchy
		government = republic_federation
		NOT = { government = imperium }
	}

have something like this:

Code:
create_empire = {
	potential = {
		OR = {
		government = republic
		government = monarchy
		government = republic_federation
		}
		NOT = { government = imperium }
	}

I think the first one does not show up since it is not possible that the government is both a republic and a monarchy at the same time. And as I assume that republic_federation is not a tribal government, I think this may be even better:

Code:
create_empire = {
	potential = {
		OR = {
		government = republic
		government = monarchy
		}
		NOT = { government = imperium }
	}

Apart from that check that all "{" matches a "}". And as they are decisions there is no need to include revoke_allowed, that is only relevant for laws, decisions can't be revoked as they are not persistent.
 
Code:
	create_empire = {
		potential = {
			government = republic		
			government = monarchy
			government = republic_federation
			NOT = { government = imperium }
		}
As Lofman said. Also, you don't need "republic_federation" there - presumeably that is a republic type, which is be covered by government = republic.

Code:
		allow = {
			num_of_cities = 50
			government = republic {
				tyranny = 10

		}
Big problem, incorrect syntax. Change it to:

Code:
		allow = {
			num_of_cities = 50
			OR = {
				government = monarchy
				tyranny = 10
			}
		}
This means that the country will always need 50 provinces or more. Monarchies need just that, while Republics also need to have high Tyranny, too.

Code:
		revoke_allowed = {
			government = monarchy {
				always = no
			government = republic {
				always = yes			
		}
This has no effect. As Lofman noted, things can only be revoked when they are laws. Same goes for the ai_will_revoke sections. They're included in vanilla because it's the same code as for laws, just in different sections.

Code:
		ai_will_do = {
			government = imperium {
				factor = 1
			government = republic {
				factor = 0.5
		}
Incorrect syntax again. Make it like this:

Code:
		ai_will_do = {
			factor = 1
			modifier = {
				government = republic
				factor = -0.5
			}
		}

Code:
	create_federation = {
		potential = {
			government = imperium
			government = republic
			NOT = { government = republic_federation }
		}
Surround this by an OR tag.

Code:
		ai_will_do = {
			government = imperium {
				factor = 1
			government = republic {
				factor = 0.5
		}
Same problem as above.

Lastly, make sure you close all curly brackets. You're missing quite a few.

Here's a fixed version of your code:

Code:
	create_empire = {
		potential = {
			OR = {
				government = republic		
				government = monarchy
			}
			NOT = { government = imperium }
		}
		allow = {
			num_of_cities = 50
			OR = {
				government = monarchy
				tyranny = 10
			}
		}
		effect = {
			government = imperium
		}
		
		ai_will_do = {
			factor = 1
			modifier = {
				government = republic 
				factor = -0.5
			}
		}
	}

	create_federation = {
		potential = {
			OR = {
				government = imperium
				government = republic
			}
			NOT = { government = republic_federation }
		}
		allow = {
			num_of_cities = 50
		}
		effect = {
			government = republic_federation
		}	
		ai_will_do = {
			factor = 1
			modifier = {
				government = republic
				factor = 0.5
			}
		}
	}
Haven't tested it, but I'm quite sure it will work (or at least appear in game).