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If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3424603613
IGs now react to founding colonies
IGs now react to declaring an Independence war
If Nationalism is researched, primary culture pops will become more loyal in response to declaring Independence
Winning and Losing Wars gives a decaying buff/debuff to ruler and government IG popularity.
here's my Chinese translation:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2880069248
use this one:
limit = { country_rank = rank_value:great_power }
There are plenty of times in the early game especially, and for weaker start positions, where you basically have to conquer, but also can't really afford the malus. Having events that would provide some flavor and let you soften the blow with some bureaucracy, authority or cash would make it more usable.
I didn't want to stack up a whole bunch of negative modifiers and cause a doom-spiral from losing a war, low legitimacy already gives you debuffs like extra radicals.
What I wanted to do was have different debuffs based on the circumstances of the war, but I didnt seem to be able to access things like "was this war against a Great Power?" in script.
warispolitics_lost_war = {
icon = gfx/interface/icons/timed_modifier_icons/modifier_flag_negative.dds
country_legitimacy_base_add = -10
political_movement_radicalism_mult = 0.80
political_movement_support_add = 80
state_dependent_political_participation_add = 0.25
state_radicals_from_sol_change_mult = 0.50
}
It made pops radicalized , and increase both political movement radicalism and political movement support. I also increased state dependent pops political participation by +25%.
Ideally you could add these modifier if if they are a great power or a major power that has lost the war.