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allow = {
OR = {
is_government_potential = feudal_cultivation_government
is_government_potential = cultivation_clan
is_government_potential = republic_cultivation_government
is_government_potential = theocracy_cultivation_government
is_government_potential = tribal_cultivation_government
}
}
potential = {
ai = yes # Only for the AI
OR = {
is_republic = yes
AND = {
NOT = { is_feudal = yes }
NOT = { is_theocracy = yes }
NOT = { is_tribal = yes }
}
}
# Must have correct Religion:
has_tim_cultivation_philosophy = yes
is_tim_cultivator = yes # Needs to be a cultivator!
is_patrician = no
mercenary = no
holy_order = no
}
I believe, editinf "common\religion_features\00_features.txt" might work. Though, i'm not sure if it possible to make them only avaible for rulers who already practice philosophies in secret.
Second i, somewhat nervously, ask: is it ( at least mechanically) possible to add two custom natures for pagan reformations, that would count as righteous and wicked philosophies? (with being righteous/wicked respectively as a prerequisite)
I understand, that, even if it's possible, it would break mod canon, but mechanically?
WHAT I CAN DO (and already thought about before) is to use that "prohibit breakthrough" decision for making them ASK you (you get a prompt) for every time they would attempt a breakthrough - and give you an oportunity to cancel the breakthrough or give them a pill.
A workaround is to immediately invite them to court when you take the last title (before the game throws them to anywhere). I will have a look and either let you invite your own dao companions from anywhere regardless of your stage or try to prevent the vanilla behaviour.
The government will change after some time to cultivation type.
The "random placement" is a "feature" of CK2 which is not anticipated in the mod - usually your Dao Companions are always in your Realm/Diplo range - so there is no check and you can "remote dual cultivate".
As mentioned before - I will havve a look how I can change that behaviour for Dao Companions.
Time to Happen is 6months
This is especially powerful in low Qi environments (hard/very hard/impossible). The Gold cost is relative to the Qi environment - meaning if lots of Qi is around it is cheap if almost no Qi is around it is insanely expensive.
remove_modifier tim_wounded_cultivator
remove_modifier tim_tribulation_failed
remove_modifier tim_dao_injuries
event TIMCult.10101
The event is for successful tribulation - so you directly succeed.