2026-01-10 15:58:11 +00:00
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restore_european_union_decision = {
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2026-01-02 12:32:53 +01:00
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picture = {
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reference = "gfx/interface/illustrations/decisions/found_european_union.dds"
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}
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desc = restore_european_union_decision_desc
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selection_tooltip = restore_european_union_decision_tooltip
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decision_group_type = major
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ai_check_interval = 120
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is_shown = {
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is_ruler = yes
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is_playable_character = yes
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OR = {
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culture = { has_cultural_pillar = heritage_brythonic }
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culture = { has_cultural_pillar = heritage_goidelic }
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culture = { has_cultural_pillar = heritage_anglo_frisian }
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culture = { has_cultural_pillar = heritage_french }
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culture = { has_cultural_pillar = heritage_mosellic }
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culture = { has_cultural_pillar = heritage_west_germanic }
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}
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NOT = { #Can only do it once.
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is_target_in_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_restored_european_union
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}
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}
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_republic
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government_has_flag = government_is_clan
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has_government = administrative_government
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}
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}
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is_valid = {
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prestige_level >= max_prestige_level
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completely_controls = title:d_meath
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completely_controls = title:d_london
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completely_controls = title:d_ile_de_france
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completely_controls = title:d_toledo
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completely_controls = title:d_beja
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completely_controls = title:d_brabant
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completely_controls = title:d_holland
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completely_controls = title:d_luxembourg
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completely_controls = title:d_transjurania
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completely_controls = title:d_latium
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completely_controls = title:d_ostmark
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}
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is_valid_showing_failures_only = {
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is_landed = yes
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is_capable_adult = yes
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is_imprisoned = no
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is_independent_ruler = yes
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}
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effect = {
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custom_tooltip = restore_european_union_decision_effect_tooltip
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#Create Roman Empire, shift dejure/history/laws, destroy e_byzantium.
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hidden_effect = {
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every_held_title = { #Should shift all dejure of all Empires owned at the time.
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limit = {
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tier = tier_empire
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}
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every_in_de_jure_hierarchy = {
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limit = {
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tier = tier_kingdom
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}
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set_de_jure_liege_title = title:e_european_union
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}
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}
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every_held_title = { #Completely Controlled Kingdoms as well.
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limit = {
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tier = tier_kingdom
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root = { completely_controls = prev }
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}
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set_de_jure_liege_title = title:e_european_union
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}
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}
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get_title = title:e_european_union
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create_title_and_vassal_change = {
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type = created
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save_scope_as = change
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add_claim_on_loss = no
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}
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resolve_title_and_vassal_change = scope:change
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if = { # Move your Title MaAs to your new title if you have any
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limit = {
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government_has_flag = government_is_administrative
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primary_title = {
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any_title_maa_regiment = { count >= 1 }
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}
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}
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hidden_effect = {
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primary_title = { transfer_title_maa_ownership = title:e_european_union }
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}
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}
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hidden_effect = { set_primary_title_to = title:e_european_union }
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every_held_title = { #Should destroy all other Empires owned at the time.
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limit = {
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tier = tier_empire
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NOT = { this = title:e_european_union }
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}
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root = { destroy_title = prev }
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}
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if = { #Automatically move capital to Constantinople, unless it's been set to Rome.
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limit = {
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NOT = { capital_county = { this = title:c_brabant } }
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}
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hidden_effect = {
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if = { #Usurp if not held personally.
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limit = {
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NOT = { this = title:c_brabant.holder }
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}
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create_title_and_vassal_change = {
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type = returned
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save_scope_as = change
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add_claim_on_loss = no
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}
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title:c_brabant = {
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change_title_holder = {
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holder = root
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change = scope:change
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}
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}
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resolve_title_and_vassal_change = scope:change
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}
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}
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root = { set_realm_capital = title:c_brabant }
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}
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#hidden_effect = {
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# add_character_flag = flag_restorer_of_rome #used for Eulogy.
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# title:e_roman_empire = {
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# set_variable = rome_was_restored_by_byzantium
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# }
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#}
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#trigger_event = roman_restoration.0001 ###to do later
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hidden_effect = {
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add_to_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_restored_european_union
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}
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set_global_variable = {
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name = flag_restored_european_union
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value = root
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}
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}
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}
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ai_potential = {
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always = yes
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}
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ai_will_do = {
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base = 100
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}
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}
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form_the_kingdom_of_rhineland_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
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}
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decision_group_type = major
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ai_check_interval_by_tier = {
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barony = 0
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county = 60
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duchy = 60
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kingdom = 0
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empire = 0
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hegemony = 0
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}
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desc = form_the_kingdom_of_rhineland_decision_desc
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selection_tooltip = form_the_kingdom_of_rhineland_decision_tooltip
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is_shown = {
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is_playable_character = yes
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highest_held_title_tier <= tier_duchy
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NOT = {
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is_target_in_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_formed_kingdom_of_rhineland
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}
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}
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OR = {
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culture = culture:palatine
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culture = culture:rhinelander
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culture = culture:turkisch
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culture = culture:elsasse
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culture = culture:kleverlandish
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}
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}
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is_valid = {
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top_liege = this
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has_title = title:d_lower_lorraine
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has_title = title:d_cologne
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has_title = title:d_trier
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has_title = title:c_mainz
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completely_controls = title:d_lower_lorraine
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completely_controls = title:d_cologne
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completely_controls = title:d_trier
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2026-01-26 16:38:07 +00:00
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top_liege = this
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2026-01-02 12:32:53 +01:00
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}
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is_valid_showing_failures_only = {
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is_landed = yes
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}
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effect = {
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gain_heroic_legend_seed_tooltip_effect = yes
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save_scope_as = founder
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culture = { save_scope_as = founder_culture }
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title:k_rhineland = { save_scope_as = k_rhineland }
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title:d_trier = { save_scope_as = d_trier }
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title:d_cologne = { save_scope_as = d_cologne }
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title:d_lower_lorraine = { save_scope_as = d_lower_lorraine }
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title:d_alsace = { save_scope_as = d_alsace }
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title:c_bitburg = { save_scope_as = c_bitburg }
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title:c_nassau = { save_scope_as = c_nassau }
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create_title_and_vassal_change = {
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type = created
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save_scope_as = change
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}
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title:k_rhineland = {
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change_title_holder = {
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holder = scope:founder
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change = scope:change
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}
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}
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resolve_title_and_vassal_change = scope:change
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add_prestige = major_prestige_gain
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custom_tooltip = form_the_kingdom_of_rhineland_decision_decision.tt.form_rhineland
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trigger_event = iberia_north_africa.0131
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# De jure shifts.
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## Take care of the preferred empire.
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if = {
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limit = { NOT = { title:k_rhineland.empire = title:d_lower_lorraine.empire } }
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title:k_rhineland = { set_de_jure_liege_title = title:d_lower_lorraine.empire }
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}
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## The heartlands drift over.
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title:d_lower_lorraine = { set_de_jure_liege_title = title:k_rhineland }
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## Various neighbouring duchies can be preemptively integrated.
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if = {
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limit = { completely_controls = title:d_alsace }
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title:d_alsace = { set_de_jure_liege_title = title:k_rhineland }
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}
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else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_alsace }
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if = {
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limit = { completely_controls = title:c_bitburg }
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title:c_bitburg = { set_de_jure_liege_title = title:d_trier }
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}
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else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.c_bitburg }
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if = {
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2026-01-26 16:38:07 +00:00
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limit = { completely_controls = title:d_frankfurt }
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title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland }
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}
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else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_frankfurt }
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if = {
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limit = { completely_controls = title:d_baden }
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title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland }
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}
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else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_baden }
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if = {
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limit = { completely_controls = title:d_freiburg }
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title:d_frankfurt = { set_de_jure_liege_title = title:k_rhineland }
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2026-01-02 12:32:53 +01:00
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}
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2026-01-26 16:38:07 +00:00
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else = { custom_tooltip = form_the_kingdom_of_rhineland_decision.tt.drift.d_freiburg }
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2026-01-02 12:32:53 +01:00
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# Once per game.
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add_to_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_formed_kingdom_of_rhineland
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}
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# Note this for books and such.
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set_global_variable = {
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name = flag_formed_kingdom_of_rhineland
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value = scope:founder
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}
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2026-01-26 16:38:07 +00:00
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title:e_europa = {
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every_in_de_jure_hierarchy = {
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limit = {
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tier = tier_kingdom
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any_in_de_jure_hierarchy = {
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tier = tier_county
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title_province = { geographical_region = custom_rhineland}
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}
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}
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set_de_jure_liege_title = title:e_germania
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}
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}
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2026-01-02 12:32:53 +01:00
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}
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cost = {
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gold = {
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# Since we want this to happen, it free for the AI...
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value = 0
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# ... but costs for players
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if = {
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limit = {
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has_treasury = no
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is_ai = no
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}
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add = 200
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}
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}
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treasury = {
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value = 0
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if = {
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limit = {
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has_treasury = yes
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is_ai = no
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}
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|
add = 200
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ai_potential = {
|
|
|
|
|
any_held_title = {
|
|
|
|
|
this = title:d_lower_lorraine
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ai_will_do = { base = 100 }
|
|
|
|
|
}
|