#Do not change tags in here without changing every other reference to them.
#If adding new forms of governemnts, make sure they are uniquely named.

#Uses all 'modifiers' possible that's exported as a Modifier.

# valid_for_new_country determines which governments can be converted to normally
# allow_convert determines which governments can be force-converted to and from via CBs

#ai_will_do will only check if it's valid,and won't break unions or switch to republic from monarchy, nor check to convert to something earlier in the file.

####################################
#
#Monarchies
#
####################################

despotic_monarchy = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	

	ai_will_do = {
		factor = 0
	}

	#bonus
	global_revolt_risk = -1
	unjustified_demands = -0.1
}

feudal_monarchy = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	


	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { government = despotic_monarchy }
		}
		modifier = {
			factor = 0
			NOT = {
				has_idea_group = aristocracy_ideas
			}
		}
	}
	
	#bonus
	vassal_income = 0.1
	global_manpower_modifier = 0.1
}

administrative_monarchy = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	


	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				government = despotic_monarchy 
				government = feudal_monarchy
			}
		}
		modifier = {
			factor = 0
			NOT = {
				has_idea_group = economic_ideas
				has_idea_group = trade_ideas
			}
		}		
	}

	#bonus
	production_efficiency = 0.1
	global_tax_modifier = 0.05
}

absolute_monarchy = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	


	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				government = despotic_monarchy 
				government = feudal_monarchy
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_idea_group = economic_ideas
				has_idea_group = trade_ideas
			}
		}
	}
	
	#bonus
	discipline = 0.10
	global_revolt_risk = -1
}

constitutional_monarchy = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	


	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { government = administrative_monarchy }
		}
	}

	#bonus
	prestige_decay = -0.01
	legitimacy = 1
	manpower_recovery_speed = 0.1
}

enlightened_despotism = {
	monarchy = yes
	allow_convert = no
	valid_for_new_country = yes
	


	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { government = absolute_monarchy }
		}
	}

	#bonus
	global_spy_defence = 0.20
	core_creation = -0.05
	global_manpower_modifier = 0.1
}

revolutionary_empire = {
	monarchy = yes
	allow_convert = no


	valid_for_new_country = no
	
	ai_will_do = {
		factor = 0
	}
	
	#bonus
	army_tradition = 1
	global_manpower_modifier = 0.25
	land_morale = 0.10
}


####################################
#
#Republics
#
####################################

merchant_republic = {
	republic = yes
	allow_convert = no
	valid_for_new_country = yes
	

	duration = 4

	republican_name = yes
	royal_marriage = no

	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0 
			NOT = { 
				government = noble_republic
				government = administrative_republic
			}
		}		
		modifier = {
			factor = 0 
			NOT = { has_idea_group = trade_ideas }
		}
		modifier = {
			factor = 0 
			NOT = { capital_scope = { has_port = yes } }
		}		
	}

	#bonus
	global_trade_power = 0.10
	merchants = 1
}

noble_republic = {
	republic = yes
	allow_convert = no
	valid_for_new_country = yes
	

	duration = 8

	republican_name = yes
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	tolerance_heretic = 1
	tolerance_heathen = 1
	land_morale = 0.1
}

administrative_republic = {
	republic = yes
	allow_convert = no
	valid_for_new_country = yes
	
	duration = 5

	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				AND = {
					government = merchant_republic
					capital_scope = { has_port = no }
				}
				AND = {
					government = republican_dictatorship
					NOT = { dip = 4 }
					NOT = { adm = 4 }
					NOT = { mil = 4 }
				}
			}
		}
	}

	#bonus
	tolerance_heretic = 1
	tolerance_heathen = 1
	production_efficiency = 0.1
}

republican_dictatorship = {
	republic = yes
	allow_convert = no
	
	valid_for_new_country = yes

	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				AND = {
					government = merchant_republic
					capital_scope = { has_port = no }
				}
				government = administrative_republic
				government = constitutional_republic
			}
		}
		modifier = {
			factor = 0
			NOT = {
				AND = {
					dip = 5
					adm = 5
					mil = 5
				}
			}
		}
	}
	
	#bonus
	tolerance_heretic = 1
	tolerance_heathen = 1
	land_morale = 0.2
}

constitutional_republic = {
	republic = yes
	allow_convert = no
	
	valid_for_new_country = yes
	
	duration = 4
	
	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = { 
				government = administrative_republic
				AND = {
					government = merchant_republic
					capital_scope = { has_port = no }
				}
				AND = {
					government = republican_dictatorship
					NOT = { dip = 4 }
					NOT = { adm = 4 }
					NOT = { mil = 4 }
				}
			}
		}
	}

	#bonus
	tolerance_heretic = 1
	tolerance_heathen = 1
	production_efficiency = 0.2
}

bureaucratic_despotism = {
	republic = yes
	allow_convert = no
	
	valid_for_new_country = yes
	
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	tolerance_heretic = 1
	tolerance_heathen = 1
	stability_cost_modifier = -0.20
}

revolutionary_republic = {
	republic = yes
	allow_convert = no
	
	valid_for_new_country = no
	
	duration = 4

	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}
	
	#bonus
	tolerance_heretic = 2
	tolerance_heathen = 2
	land_morale = 0.1
}


####################################
#
#Religious Governments
#
####################################

theocratic_government = {
	religion = yes
	
	valid_for_new_country = yes
	
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}
	
	#bonus
	tolerance_own = 2
	tolerance_heretic = -2
	papal_influence = 1
}

papal_government = {
	religion = yes
	papacy = yes
	
	valid_for_new_country = no
	allow_convert = no

	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}
	
	#bonus
	tolerance_own = 3
	tolerance_heretic = -2
	prestige = 1
}


####################################
#
#Tribal Governments
#
####################################

steppe_horde = {
	monarchy = yes
	tribal = yes
	nomad = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	global_manpower_modifier = 0.5
	land_forcelimit_modifier = 0.5
	
	#malus
	relations_decay_of_me = -0.5
}

tribal_despotism = {
	monarchy = yes
	tribal = yes
	
	valid_for_new_country = yes
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	core_creation = -0.1
	
	#malus
	global_revolt_risk = 1
}

tribal_federation = {
	monarchy = yes
	tribal = yes
	
	valid_for_new_country = yes

	ai_will_do = {
		factor = 0
	}
	
	#bonus
	land_forcelimit_modifier = 0.2
	global_manpower_modifier = 0.2

}

tribal_democracy = {
	republic = yes
	tribal = yes
	
	valid_for_new_country = yes
	
	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	stability_cost_modifier = -0.33
	#malus
	technology_cost = 0.1
}

native_council = {
	native_mechanic = yes
	allow_migration = yes
	allow_westernize = no
	
	valid_for_new_country = no
	allow_convert = no
	
	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	stability_cost_modifier = -0.33
	land_maintenance_modifier = -0.5
}


##########################################
#
#Unique Governments for special countries
#
##########################################

#SpecialforMilan
ambrosian_republic = {
	republic = yes
	
	valid_for_new_country = no
	allow_convert = yes
	duration = 3
	
	republican_name = yes
	royal_marriage = no

	#bonus
	global_tax_modifier = 0.10
	land_morale = 0.05
}

# Special for the Dutch
dutch_republic = {
	republic = yes
	duration = 0 # rule for life.
	
	valid_for_new_country = no
	allow_convert = no
	
	republican_name = no
	royal_marriage = yes

	#bonus
	
	naval_forcelimit_modifier = 0.33
	global_trade_income_modifier = 0.10
}

# Archduchy
archduchy = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	#bonus
	vassal_income = 0.1
	diplomatic_upkeep = 1
	global_manpower_modifier = 0.1
}

# China
celestial_empire = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	global_revolt_risk = -3
}

# Arab Countries, Earlygame
iqta = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no

	#bonus
	vassal_income = 0.33
	heir_chance = 1.0
}

#Japanese vassals
daimyo = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	#bonus
	land_morale = 0.10
	infantry_power = 0.10
}

#Japan itself before unification.
shogunate = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	allow_vassal_war = yes
	allow_vassal_alliance = yes
	
	#bonus
	diplomatic_upkeep = 4
}

#Byzantine Special.
imperial_government = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no
	
	#bonus
	idea_cost = -0.2
	land_morale = 0.2
}

# Colonial Nations
colonial_government = {
	republic = yes
	
	duration = 8
	
	valid_for_new_country = no

	allow_convert = no
	
	republican_name = yes
	royal_marriage = no
	
	ai_will_do = {
		factor = 0
	}

	#bonus
	stability_cost_modifier = -0.2
	recover_army_morale_speed = 0.02
}

### USA specific governments ###

american_republic = {
	republic = yes
	
	duration = 7
	
	republican_name = yes
	royal_marriage = no
	
	valid_for_new_country = no

	allow_convert = no
	
	# Bonus
	stability_cost_modifier = -0.1
}

federal_republic = {
	republic = yes
	
	duration = 4
	
	republican_name = yes
	royal_marriage = no
	
	valid_for_new_country = no

	allow_convert = no
	
	# Bonus
	diplomatic_reputation = 2
	global_spy_defence = 0.10
}

####ROME####

roman_republic = {
	republic = yes

	duration = 1

	republican_name = yes

	royal_marriage = no

	valid_for_new_country = no
	allow_convert = no

	#bonus
	idea_cost = -0.1
	global_revolt_risk = -2

}

tribe = {
	monarchy = yes
	
	valid_for_new_country = yes
	allow_convert = no

	ai_will_do = {
		factor = 0
	}

	#bonus
	idea_cost = 0.2
	land_maintenance_modifier = -0.1
}

carthaginian_olligarchy = {
	republic = yes

	duration = 4

	republican_name = yes

	royal_marriage = no

	valid_for_new_country = no
	allow_convert = no

	#bonus
	global_trade_power = 0.2
	merchants = 1

}


ptolemaic_kingdom = {
	monarchy = yes
	
	valid_for_new_country = no
	allow_convert = no

	ai_will_do = {
		factor = 0
	}

	#bonus
	land_maintenance_modifier = -0.2
	national_revolt_risk = -1
	missionary_strength = .02
}

spartan_olligarchy = {
	monarchy = yes
	
	royal_marriage = yes

	valid_for_new_country = no
	allow_convert = no

	#bonus
	land_morale = 0.15
	army_tradition_decay = -0.01
	global_manpower_modifier = 0.1

}


athenian_democracy = {
	republic = yes
	
	duration = 4

	royal_marriage = no

	republican_name = yes

	valid_for_new_country = no
	allow_convert = no

	#bonus
	merchants = 1
	idea_cost = -0.1
	global_revolt_risk = -1

}

etruscan_confederation = {
	republic = yes
	
	duration = 1

	royal_marriage = no

	republican_name = yes

	valid_for_new_country = no
	allow_convert = no

	#bonus
	land_morale = 0.10
	idea_cost = -0.05
	global_manpower_modifier = .10

}
