Kingdoms
Notes
Kingdom can exist without owning a Town. Castle is enough.
With the existing Culture to create a Kingdom it is necessary to have:
- Castle or Town
- 1 Clan - the owner of the Castle/Town
- 1 Lord - the owner of the Clan/Kingdom
XML info on relations here.
Not necessary:
- Spouse
- Dead lords
All Kingdoms
Strength
float TotalStrength [get]
Enemy kingdoms
IEnumerable<Kingdom> FactionManager.GetEnemyKingdoms(Kingdom faction)
// gives bandits, minor factions also
IEnumerable<IFaction> FactionManager.GetEnemyFactions(IFaction faction)
Check stance
bool FactionManager.IsAtWarAgainstFaction(IFaction faction1, IFaction faction2)
bool FactionManager.IsAlliedWithFaction(IFaction faction1, IFaction faction2)
bool FactionManager.IsNeutralWithFaction(IFaction faction1, IFaction faction2)
Set stance
void FactionManager.DeclareAlliance(IFaction faction1, IFaction faction2)
void FactionManager.DeclareWar(IFaction faction1, IFaction faction2, bool isAtConstantWar = false)
void FactionManager.SetNeutral(IFaction faction1, IFaction faction2)
Policies
Can be set in spkingdoms.xml
Full list here
In the code:
public class DefaultPolicies
LandTax
StateMonopolies
SacredMajesty
Magistrates
DebasementOfTheCurrency
PrecarialLandTenure
CrownDuty
ImperialTowns
RoyalCommissions
RoyalGuard
WarTax
RoyalPrivilege
Senate
LordsPrivyCouncil
MilitaryCoronae
FeudalInheritance
Serfdom
NobleRetinues
CastleCharters
Bailiffs
HuntingRights
RoadTolls
Marshals
CouncilOfTheCommons
ForgivenessOfDebts
Citizenship
TribunesOfThePeople
GrazingRights
Lawspeakers
TrialByJury
Cantons
Add a policy:
Remove a policy:
Check if kingdom has policy
if (kingdom.HasPolicy((DefaultPolicies.RoyalGuard) {}
if (Kingdom.ActivePolicies.Contains(DefaultPolicies.CastleCharters))) {}