N3OW/common/scripted_triggers/mpo_scripted_triggers.txt

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#################################################
# TRIGGER LIST #
#################################################
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eligible_for_mpo_nomad_legacy_trigger = {
has_mpo_dlc_trigger = yes
OR = {
game_rule_unrestricted_dynasty_legacies_trigger = yes
dynasty = {
OR = {
dynast = {
government_has_flag = government_is_nomadic
}
has_dynasty_perk = mpo_nomad_legacy_1
}
}
}
}
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valid_confederation_member_trigger = {
is_playable_character = yes
is_tributary = no
is_landed = yes
is_independent_ruler = yes
is_alive = yes
NOR = {
has_trait = conqueror
has_trait = greatest_of_khans
is_at_war_with = $CHARACTER$
is_at_war_with = $CHARACTER$.top_liege
custom_tooltip = {
text = no_raiding_hostility_tt
$CHARACTER$ = {
is_causing_raid_hostility_towards = prev
}
}
}
highest_held_title_tier <= tier_duchy
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
}
custom_tooltip = {
text = low_authority_tt
OR = {
has_realm_law = nomadic_authority_1
has_realm_law = nomadic_authority_2
}
}
}
custom_tooltip = {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
}
text = is_nomadic_or_tribal_tt
}
is_confederation_member = no
}
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confederation_foe_sub_trigger = {
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NOT = { is_allied_to = $CHARACTER$ }
OR = {
has_trait = conqueror
has_trait = greatest_of_khans
highest_held_title_tier >= tier_kingdom
custom_tooltip = {
text = call_for_confederation_decision_gurkhan
is_gurkhan = yes
}
custom_tooltip = {
text = considers_faith_evil_tt
faith = {
faith_hostility_level = {
target = $CHARACTER$.faith
value >= faith_evil_level
}
}
}
}
trigger_if = {
limit = {
max_military_strength > 0
$CHARACTER$.max_military_strength > 0
}
custom_tooltip = {
text = superior_max_military_strength_tt
confederation_worthy_foe_strength_ratio_value <= 0.5
}
}
}
confederation_foe_trigger = {
save_temporary_scope_as = confederate
#NEED TO UPDATE CUSTOM TOOLTIP WHENEVER THESE TRIGGERS ARE CHANGED
custom_tooltip = {
text = confederation_threat_tt
#I'M FRICKING SERIOUS ABOUT THAT
OR = {
#Threat is in same de jure kingdom as capital county
capital_county = {
kingdom = {
any_de_jure_county = {
holder.top_liege = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
}
}
}
#Threat borders you or your tributaries
any_land_neighboring_realm_with_tributaries_owner = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
#You border threat's direct tributaries
any_land_neighboring_realm_with_tributaries_owner = {
exists = suzerain
suzerain = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
}
#You border threat's lower level tributaries
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
top_suzerain = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
}
}
}
}
confederation_neighboring_foe_trigger = {
save_temporary_scope_as = confederate
is_confederation_member = no
OR = {
#Threat borders you or your tributaries
any_land_neighboring_realm_with_tributaries_owner = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
#You border threat's direct tributaries
any_land_neighboring_realm_with_tributaries_owner = {
exists = suzerain
suzerain = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
}
#You border threat's lower level tributaries
any_land_neighboring_realm_with_tributaries_owner = {
is_tributary = yes
top_suzerain = {
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confederation_foe_sub_trigger = { CHARACTER = $CHARACTER$ }
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}
}
}
}
mpo_important_beheaded_warrior_trigger = {
OR = {
scope:beheaded_warrior = {
is_consort_of = root
}
scope:beheaded_warrior = {
is_close_family_of = root
}
has_variable = beheaded_warrior_powerful_vassal
AND = {
has_variable = beheaded_warrior_accolade
var:beheaded_warrior_accolade = {
accolade_rank >= 5
}
}
}
}
mpo_keep_prisoners_heads_trigger = {
OR = {
faith.religion = faith:tengri_pagan.religion
has_trait = greatest_of_khans
has_trait = nomadic_philosophy
}
}
mpo_valid_heir_friend_trigger = {
age >= 12
opinion = {
target = $CHARACTER$
value >= 50
}
NOR = {
is_at_war_with = $CHARACTER$
this = $CHARACTER$
this = $CHARACTER$.player_heir
}
NOT = {
has_relation_blood_brother = $CHARACTER$.player_heir
}
custom_description = {
text = not_friends_with_player_heir_tt
NOR = {
has_relation_friend = $CHARACTER$.player_heir
has_relation_best_friend = $CHARACTER$.player_heir
}
}
custom_description = {
text = not_bad_relation_with_player_heir_tt
NOT = {
has_any_bad_relationship_with_character_trigger = { CHARACTER = $CHARACTER$.player_heir }
}
}
is_imprisoned = no
is_incapable = no
OR = {
custom_description = {
text = is_nomadic_tt
government_has_flag = government_is_nomadic
}
has_trait = nomadic_philosophy
}
highest_held_title_tier >= tier_county
}
mpo_overrunner_becomes_tribal_trigger = {
scope:target = {
any_de_jure_county = {
holder.top_liege = scope:defender
add_to_temporary_list = target_counties
}
}
OR = {
#Defender is tribal and holds title
AND = {
scope:target = {
holder ?= scope:defender
}
scope:defender = {
government_has_flag = government_is_tribal
}
}
#Defender is tribal and all counties they hold are tribal
AND = {
scope:defender = {
government_has_flag = government_is_tribal
}
any_in_list = {
list = target_counties
count >= all
any_county_province = {
OR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
#New capital county will be tribal
trigger_if = {
limit = {
scope:target = {
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
scope:target = {
title_capital_county = {
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
OR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
#New potential duchy capitals are tribal
trigger_else_if = {
limit = {
scope:target = {
any_direct_de_jure_vassal_title = {
tier = tier_duchy
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
}
scope:target = {
any_direct_de_jure_vassal_title = {
count = all
tier = tier_duchy
title_capital_county = {
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
has_holding = yes
NOR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
}
#Every county is tribal
trigger_else = {
scope:target = {
any_de_jure_county = {
count >= all
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
NOR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
}
}
mpo_overrunner_becomes_clan_trigger = {
scope:attacker = {
OR = {
#Personal reasons to go clan
faith.religion = religion:islam_religion
culture = {
OR = {
has_cultural_pillar = heritage_arabic
has_cultural_pillar = heritage_iranian
}
}
#Person you're taking from has clan and presence in target region
scope:defender = {
government_has_flag = government_is_clan
scope:target = {
holder ?= scope:defender
}
scope:target = {
title_capital_county = {
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
#Solid islamic presence in target region
trigger_if = {
limit = {
scope:defender = {
any_realm_de_jure_duchy = {
kingdom = scope:target
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
}
scope:defender = {
any_realm_de_jure_duchy = {
count = all
kingdom = scope:target
title_capital_county = {
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
}
#Every county is islamic
trigger_else = {
scope:target = {
any_de_jure_county = {
count = all
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
}
}
}
mpo_overrunner_becomes_tribal_desc_trigger = {
any_in_list = {
list = target_titles
tier = tier_kingdom
any_de_jure_county = {
holder.top_liege = scope:defender
add_to_temporary_list = target_counties
}
}
OR = {
#Defender is tribal and holds title
AND = {
any_in_list = {
list = target_titles
tier = tier_kingdom
holder ?= scope:defender
}
scope:defender = {
government_has_flag = government_is_tribal
}
}
#Defender is tribal and all counties they hold are tribal
AND = {
scope:defender = {
government_has_flag = government_is_tribal
}
any_in_list = {
list = target_counties
count >= all
any_county_province = {
OR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
#New capital county will be tribal
trigger_if = {
limit = {
any_in_list = {
list = target_titles
tier = tier_kingdom
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
any_in_list = {
list = target_titles
tier = tier_kingdom
title_capital_county = {
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
OR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
#New potential duchy capitals are tribal
trigger_else_if = {
limit = {
any_in_list = {
list = target_titles
tier = tier_kingdom
any_direct_de_jure_vassal_title = {
tier = tier_duchy
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
}
any_in_list = {
list = target_titles
tier = tier_kingdom
any_direct_de_jure_vassal_title = {
count = all
tier = tier_duchy
title_capital_county = {
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
has_holding = yes
NOR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
}
#Every county is tribal
trigger_else = {
any_in_list = {
list = target_titles
tier = tier_kingdom
any_de_jure_county = {
count >= all
holder.top_liege = scope:defender
any_county_province = {
is_county_capital = yes
NOR = {
has_holding_type = tribal_holding
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
}
}
}
}
mpo_overrunner_becomes_clan_desc_trigger = {
scope:attacker = {
OR = {
#Personal reasons to go clan
faith.religion = religion:islam_religion
culture = {
OR = {
has_cultural_pillar = heritage_arabic
has_cultural_pillar = heritage_iranian
}
}
#Person you're taking from has clan and presence in target region
scope:defender = {
government_has_flag = government_is_clan
any_in_list = {
list = target_titles
tier = tier_kingdom
holder ?= scope:defender
}
any_in_list = {
list = target_titles
tier = tier_kingdom
title_capital_county = {
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
#Solid islamic presence in target region
trigger_if = {
limit = {
scope:defender = {
any_realm_de_jure_duchy = {
kingdom = {
is_in_list = target_titles
}
title_capital_county = {
holder.top_liege = scope:defender
}
}
}
}
scope:defender = {
any_realm_de_jure_duchy = {
count = all
kingdom = {
is_in_list = target_titles
}
title_capital_county = {
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
}
#Every county is islamic
trigger_else = {
any_in_list = {
list = target_titles
tier = tier_kingdom
any_de_jure_county = {
count = all
holder.top_liege = scope:defender
OR = {
culture = { has_cultural_pillar = heritage_arabic }
culture = { has_cultural_pillar = heritage_iranian }
faith.religion = religion:islam_religion
}
}
}
}
}
}
}
mpo_overrunning_willing_vassal_trigger = {
is_ai = yes
OR = {
opinion = {
target = liege
value >= 50
}
culture = liege.culture
is_obedient_to = liege
AND = {
is_close_family_of = liege
opinion = {
target = liege
value > 0
}
}
}
highest_held_title_tier >= tier_county
government_has_flag = government_is_nomadic
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highest_held_title_tier < tier_duchy
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NOT = { government_has_flag = government_is_herder }
}
is_tsagaan_sar = {
scope:activity = {
has_activity_option = {
category = special_type
option = feast_type_tsagaan_sar
}
}
}
has_eligible_artifact_trigger = {
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any_character_artifact = {
artifact_can_be_gift_advance_trigger = yes
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count >= 2
}
}
can_gift_anything_trigger = {
OR = {
short_term_gold >= miniscule_gold_value
AND = {
domicile ?= { herd >= twenty_percent_herd_value }
involved_activity.activity_host = {
domicile ?= { herd < max_herd }
}
}
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has_eligible_artifact_trigger = yes
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}
}
mpo_valid_dead_husband_trigger = {
government_has_flag = government_is_nomadic
is_married = yes
is_male = yes
primary_spouse = {
is_adult = yes
NOR = {
is_imprisoned = yes
has_contagious_deadly_disease_trigger = yes
has_trait = incapable
is_ruler = yes
has_trait = celibate
has_trait = devoted
}
save_temporary_scope_as = widow
}
trigger_if = {
limit = {
is_ruler = yes
}
OR = {
NOT = {
exists = primary_heir
}
primary_heir = {
is_ai = yes
}
primary_heir = {
mpo_valid_widow_marrier_trigger = yes
}
}
}
}
mpo_valid_widow_marrier_trigger = {
#Is a playable character or primary_heir
OR = {
root.primary_heir ?= this
AND = {
highest_held_title_tier >= tier_county
is_playable_character = yes
OR = {
#Root is wandering landless
root = {
is_ruler = no
NOT = {
exists = liege
}
}
#Is root's liege
root.liege ?= this
#Is root's top liege
root.top_liege ?= this
#root has no primary heir
NOT = {
exists = root.primary_heir
}
#root's primary heir is not of house
NOT = {
exists = root.primary_heir.house
}
AND = {
exists = root.house
NOT = {
root.house = root.primary_heir.house
}
}
}
}
}
OR = {
has_trait = nomadic_philosophy
culture = {
has_cultural_pillar = heritage_mongolic
}
culture = {
has_cultural_pillar = heritage_turkic
}
faith.religion = faith:tengri_pagan.religion
}
#Can have multiple wives or concubines
faith = {
OR = {
has_doctrine = doctrine_polygamy
has_doctrine = doctrine_concubines
}
}
is_male = yes
is_adult = yes
NOR = {
has_trait = celibate
has_trait = eunuch
has_trait = devoted
}
#Has a free slot for a wife or concubine
OR = {
allowed_more_spouses = yes
allowed_more_concubines = yes
}
#Can marry the widow
NOT = {
relation_with_character_is_incestuous_in_my_faith_trigger = { CHARACTER = scope:widow }
}
}
mpo_nomads_camel_culture_trigger = {
culture = {
OR = {
has_cultural_tradition = tradition_dryland_dwellers
has_cultural_tradition = tradition_warriors_of_the_dry
has_cultural_tradition = tradition_desert_ribat
has_cultural_tradition = tradition_desert_nomads
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_mubarizuns
has_cultural_tradition = tradition_saharan_nomads
}
}
}
mpo_nomads_sheep_culture_trigger = {
culture = {
OR = {
has_cultural_tradition = tradition_amharic_highlanders
has_cultural_tradition = tradition_dryland_dwellers
has_cultural_tradition = tradition_hill_dwellers
has_cultural_tradition = tradition_mountain_homes
has_cultural_tradition = tradition_highland_warriors
has_cultural_tradition = tradition_mountaineers
has_cultural_tradition = tradition_culinary_art
has_cultural_tradition = tradition_festivities
has_cultural_tradition = tradition_sacred_mountains
has_cultural_tradition = tradition_himalayan_settlers
has_cultural_tradition = tradition_ep3_indomitable_azatani
has_cultural_tradition = tradition_caucasian_wolves
has_cultural_tradition = tradition_fp3_irrigation_experts
has_cultural_tradition = tradition_mountain_herding
has_cultural_tradition = tradition_horn_mountain_skirmishing
has_cultural_tradition = tradition_mountaineer_ruralism
has_cultural_tradition = tradition_upland_skirmishing
}
}
}
mpo_nomads_hunting_culture_trigger = {
culture = {
OR = {
has_cultural_tradition = tradition_forest_folk
has_cultural_tradition = tradition_jungle_dwellers
has_cultural_tradition = tradition_wetlanders
has_cultural_tradition = tradition_forest_fighters
has_cultural_tradition = tradition_jungle_warriors
has_cultural_tradition = tradition_ep2_avid_falconers
has_cultural_tradition = tradition_hunters
has_cultural_tradition = tradition_sacred_groves
has_cultural_tradition = tradition_sacred_hunts
has_cultural_tradition = tradition_bush_hunting
has_cultural_tradition = tradition_forest_wardens
}
}
}
mpo_nomads_horse_culture_trigger = {
culture = {
OR = {
has_cultural_tradition = tradition_pastoralists
has_cultural_tradition = tradition_hit_and_run
has_cultural_tradition = tradition_vegetarianism
has_cultural_tradition = tradition_ep3_audacious_cadets
has_cultural_tradition = tradition_fp3_fierce_independence
has_cultural_tradition = tradition_fp3_frontier_warriors
has_cultural_tradition = tradition_ep3_indomitable_azatani
has_cultural_tradition = tradition_caucasian_wolves
has_cultural_tradition = tradition_hussar
has_cultural_tradition = tradition_roman_legacy
has_cultural_tradition = tradition_horse_breeder
has_cultural_tradition = tradition_chivalry
}
}
}
is_similar_age_trigger = {
$CHARACTER$ = {
age >= root.age_minus_ten
age <= root.age_plus_ten
}
}
mpo_lower_nomad_authority_trigger = {
OR = {
AND = {
has_realm_law = nomadic_authority_1
$CHARACTER$ = {
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
}
AND = {
has_realm_law = nomadic_authority_2
$CHARACTER$ = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
}
AND = {
has_realm_law = nomadic_authority_3
$CHARACTER$ = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
}
}
AND = {
has_realm_law = nomadic_authority_4
$CHARACTER$ = {
has_realm_law = nomadic_authority_5
}
}
}
}
mpo_can_recruit_nomad_maa_trigger = {
OR = {
government_has_flag = government_is_nomadic
has_trait = nomadic_philosophy
}
}
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = {
OR = {
AND = {
government_has_flag = government_is_nomadic
has_realm_law_flag = unlock_maa_nomad_lancers
}
AND = {
NOT = {
government_has_flag = government_is_nomadic
}
has_trait = nomadic_philosophy
}
}
}
can_have_tributaries_trigger = {
has_realm_law_flag = can_have_tributaries
is_independent_ruler = yes
NOT = { government_has_flag = government_is_herder }
}
can_get_tributaries_peacefully_trigger = {
can_have_tributaries_trigger = yes
OR = {
government_allows = obedience # nomads and steppe admins
AND = {
government_has_flag = government_is_celestial
highest_held_title_tier = tier_hegemony
}
government_has_flag = government_is_mandala
}
}
mpo_valid_for_blood_brotherhood_trigger = {
OR = {
government_has_flag = government_is_nomadic
has_trait = nomadic_philosophy
}
}
mpo_can_be_blood_brothers_trigger = {
#If one is a child, the other must be a child
trigger_if = {
limit = {
$CHARACTER_1$ = {
is_adult = no
}
}
$CHARACTER_1$ = {
is_adult = yes
}
}
trigger_if = {
limit = {
$CHARACTER_2$ = {
is_adult = no
}
}
$CHARACTER_2$ = {
is_adult = yes
}
}
#They can't be related enough to be allies
NOR = {
#Ruler is married to other ruler.
$CHARACTER_1$ = { is_spouse_of = $CHARACTER_2$ }
#Ruler is relative of other ruler
$CHARACTER_1$ = { is_parent_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_grandparent_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_great_grandparent_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_child_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_grandchild_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_great_grandchild_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_uncle_or_aunt_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_nibling_of = $CHARACTER_2$ }
$CHARACTER_1$ = { is_sibling_of = $CHARACTER_2$ }
}
# We can't do most of the standard checks for can_set_relation_best_friend_trigger, but we do the relevant ones individually.
custom_tooltip = {
text = make_blood_brother_interaction.tt.already_blood_brothers
$CHARACTER_1$ = {
NOT = { has_relation_blood_brother = $CHARACTER_2$ }
}
}
trigger_if = {
limit = {
NOT = {
$CHARACTER_1$ = { has_relation_blood_brother = $CHARACTER_2$ }
}
}
custom_tooltip = {
text = make_blood_brother_interaction.tt.actor_has_blood_brother
$CHARACTER_1$ = { num_of_relation_blood_brother = 0 }
}
}
trigger_if = {
limit = {
NOT = {
$CHARACTER_2$ = { has_relation_blood_brother = $CHARACTER_1$ }
}
}
custom_tooltip = {
text = make_blood_brother_interaction.tt.recipient_has_blood_brother
$CHARACTER_2$ = { num_of_relation_blood_brother = 0 }
}
}
trigger_if = {
limit = {
$CHARACTER_1$ = {
is_at_war = yes
}
}
$CHARACTER_1$ = {
NOR = {
is_at_war_with = $CHARACTER_2$
custom_tooltip = {
text = make_blood_brother_at_war_with_recipient_ally
any_war_enemy = {
is_allied_to = $CHARACTER_2$
}
}
}
}
}
trigger_if = {
limit = {
$CHARACTER_2$ = {
is_at_war = yes
}
}
$CHARACTER_2$ = {
NOR = {
is_at_war_with = $CHARACTER_1$
custom_tooltip = {
text = make_blood_brother_at_war_with_actor_ally
any_war_enemy = {
is_allied_to = $CHARACTER_1$
}
}
}
}
}
#Can only do intergender if gender laws are equal or both are rulers
trigger_if = {
limit = {
OR = {
AND = {
$CHARACTER_1$ = {
is_male = yes
}
$CHARACTER_2$ = {
is_female = yes
}
}
AND = {
$CHARACTER_2$ = {
is_male = yes
}
$CHARACTER_1$ = {
is_female = yes
}
}
}
$CHARACTER_1$.faith = {
NOT = { has_doctrine_parameter = gender_equal_law }
}
}
custom_tooltip = {
text = make_blood_brother_interaction_intergender_req
AND = {
$CHARACTER_1$ = {
is_ruler = yes
}
$CHARACTER_2$ = {
is_ruler = yes
}
}
}
}
}
mpo_blood_brother_common_enemy_sub_trigger = {
NOR = {
this = scope:recipient
this = scope:actor
}
OR = {
#Rival of common foe
has_relation_rival = scope:recipient
#Is at war with common foe, you're not involved
AND = {
NOT = { has_variable = rebel_leader_peasants }
save_temporary_scope_as = root_temp
any_character_war = {
is_war_leader = scope:root_temp
is_war_leader = scope:recipient
}
}
#Is in a faction against common foe
any_targeting_faction = {
any_faction_member = {
this = scope:recipient
}
}
#common foe is in a faction against recipient
AND = {
is_independent_ruler = no
save_temporary_scope_as = rival_temp
liege ?= {
any_targeting_faction = {
any_faction_member = { this = scope:rival_temp }
}
}
}
#Recipient is title claimant against common foe
any_held_title = {
save_temporary_scope_as = title_temp
scope:recipient = { has_claim_on = scope:title_temp }
NOT = {
scope:actor = { has_claim_on = scope:title_temp }
}
}
#common foe is title claimant against recipient
any_claim = {
save_temporary_scope_as = claim_temp
holder ?= scope:recipient
NOT = {
scope:actor = { has_claim_on = scope:claim_temp }
}
}
#Has house feud with common foe's house
AND = {
exists = house.house_head
exists = scope:recipient.house
exists = scope:actor.house
NOR = {
house = scope:actor.house
house = scope:recipient.house
scope:actor.house = scope:recipient.house
}
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = { this = scope:recipient.house }
}
}
}
}
}
mpo_blood_brother_common_enemy_trigger = {
scope:actor = {
OR = {
#You have a rival that recipient is also opposed to
any_relation = {
type = rival
mpo_blood_brother_common_enemy_sub_trigger = yes
}
#You are at war with someone that recipient is also opposed to
any_war_enemy = {
NOT = { has_variable = rebel_leader_peasants }
any_character_war = {
is_war_leader = prev
is_war_leader = scope:actor
}
mpo_blood_brother_common_enemy_sub_trigger = yes
}
#You are in a faction against someone that recipient is also opposed to
liege ?= {
any_targeting_faction = {
any_faction_member = {
this = scope:actor
}
}
mpo_blood_brother_common_enemy_sub_trigger = yes
}
#You have a faction member that recipient is also opposed to
any_targeting_faction = {
any_faction_member = {
mpo_blood_brother_common_enemy_sub_trigger = yes
}
}
#You have a title claimant that recipient is also opposed to
any_held_title = {
NOT = {
scope:recipient = {
has_claim_on = prev
}
}
any_claimant = {
mpo_blood_brother_common_enemy_sub_trigger = yes
}
}
#You are a title claimant against someone recipient is also opposed to
any_claim = {
exists = holder
NOT = {
scope:recipient = { has_claim_on = prev }
}
holder = {
mpo_blood_brother_common_enemy_sub_trigger = yes
}
}
#You have a house feud against someone recipient is also opposed to
AND = {
exists = house.house_head
exists = scope:recipient.house
NOT = {
house = scope:recipient.house
}
house = {
any_house_relation = {
has_house_relation_level = feud
any_relation_house = {
house_head = { mpo_blood_brother_common_enemy_sub_trigger = yes }
}
}
}
}
}
}
}
mpo_blood_brother_reason_memory_trigger = {
OR = {
has_memory_type = was_adopted
has_memory_type = adopted_a_child
has_memory_type = friend_granted_my_claim
has_memory_type = match_made
has_memory_type = completed_pilgrimage_friend
has_memory_type = noble_family_adopted
has_memory_type = was_noble_family_adopted
has_memory_type = adventurer_family_adopted
has_memory_type = was_adventurer_family_adopted
has_memory_type = saved_someone_from_a_bull_memory
has_memory_type = knight_sacrificed_memory
has_memory_type = saved_from_assault_memory
has_memory_type = forgave_and_released_prisoner_memory
has_memory_type = rescued_fallen_victim_memory
has_memory_type = nice_fishing_trip
has_memory_type = reading_aid
has_memory_type = supported_illiterate
has_memory_type = lost_my_addiction_memory
has_memory_type = friend_despite_rivalry
has_memory_type = witnessed_death_battle_good_killer
has_memory_type = cared_for_by_host
has_memory_type = hostage_oath_of_friendship
has_memory_type = procured_estate_memory
has_memory_type = evangelized_memory
has_memory_type = was_evangelized_memory
has_memory_type = pledged_marriage
}
}
mpo_ideal_common_foe_trigger = {
trigger_if = {
limit = {
highest_held_title_tier >= tier_kingdom
}
reverse_opinion = {
target = scope:actor
value <= 60
}
}
trigger_else = {
highest_held_title_tier >= tier_duchy
reverse_opinion = {
target = scope:actor
value <= 20
}
}
}
mpo_blood_brother_august_trigger = {
prestige_level >= $OTHER_BROTHER$.prestige_level
OR = {
prestige_level >= 4
highest_held_title_tier >= tier_kingdom
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
OR = {
highest_held_title_tier > $OTHER_BROTHER$.highest_held_title_tier
AND = {
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
$OTHER_BROTHER$ = {
has_realm_law = nomadic_authority_1
}
}
AND = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
$OTHER_BROTHER$ = {
has_realm_law = nomadic_authority_2
}
}
AND = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
$OTHER_BROTHER$ = {
has_realm_law = nomadic_authority_3
}
}
AND = {
has_realm_law = nomadic_authority_5
$OTHER_BROTHER$ = {
has_realm_law = nomadic_authority_4
}
}
}
}
mpo_blood_brother_warrior_trigger = {
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $OTHER_BROTHER$ }
OR = {
prowess >= monumentally_high_skill_rating
AND = {
prowess >= extremely_high_skill_rating
OR = {
has_trait = lifestyle_blademaster
has_trait = education_martial_prowess_3
has_trait = education_martial_prowess_4
AND = {
has_trait = tourney_participant
OR = {
has_trait_xp = {
trait = tourney_participant
value >= 50
track = foot
}
has_trait_xp = {
trait = tourney_participant
value >= 50
track = horse
}
has_trait_xp = {
trait = tourney_participant
value >= 50
track = bow
}
}
}
has_trait = berserker
has_trait = sadistic
has_trait = vengeful
has_trait = brave
has_trait = wrathful
has_trait = aggressive_attacker
has_trait = reaver
}
}
martial >= extremely_high_skill_rating
AND = {
OR = {
prowess >= very_high_skill_rating
has_trait = education_martial
has_lifestyle = martial_lifestyle
}
dread >= 60
}
}
}
mpo_blood_brother_clever_trigger = {
OR = {
has_trait = intellect_good_3
has_trait = shrewd
learning > extremely_high_skill_rating
stewardship > extremely_high_skill_rating
intrigue > extremely_high_skill_rating
diplomacy > extremely_high_skill_rating
}
}
mpo_blood_brother_loving_trigger = {
ai_compassion > low_negative_ai_value
OR = {
has_trait = trusting
has_trait = compassionate
has_trait = generous
has_trait = loyal
has_trait = gregarious
has_trait = forgiving
has_trait = family_first
}
}
has_bad_season_nomadic_capital_root_trigger = {
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any_county_situation_sub_region = {
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OR = {
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sub_region_current_phase = situation_steppe_white_zud_season
sub_region_current_phase = situation_steppe_cold_zud_season
sub_region_current_phase = situation_steppe_severe_drought_season
sub_region_current_phase = situation_steppe_havsarsan_zud_season
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}
}
}
has_zud_season_nomadic_capital_root_trigger = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
situation_sub_region_has_county = root.capital_county
}
}
}
}
has_zud_season_in_county_trigger = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = $COUNTY$
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = $COUNTY$
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
situation_sub_region_has_county = $COUNTY$
}
}
}
}
has_bad_season_nomadic_capital_character_trigger = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_white_zud_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_cold_zud_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_severe_drought_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
}
}
}
has_bad_season_in_county_trigger = {
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any_county_situation_sub_region = {
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OR = {
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sub_region_current_phase = situation_steppe_white_zud_season
sub_region_current_phase = situation_steppe_cold_zud_season
sub_region_current_phase = situation_steppe_severe_drought_season
sub_region_current_phase = situation_steppe_havsarsan_zud_season
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}
}
}
has_good_season_nomadic_capital_root_trigger = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_abundant_grazing_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_warm_nights_season
situation_sub_region_has_county = root.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_sky_blessing_season
situation_sub_region_has_county = root.capital_county
}
}
}
}
has_good_season_nomadic_capital_character_trigger = {
any_character_situation = {
OR = {
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_abundant_grazing_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_warm_nights_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
any_situation_sub_region = {
sub_region_current_phase = situation_steppe_sky_blessing_season
situation_sub_region_has_county = $CHARACTER$.capital_county
}
}
}
}
has_good_season_in_county_trigger = {
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any_county_situation_sub_region = {
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OR = {
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sub_region_current_phase = situation_steppe_abundant_grazing_season
sub_region_current_phase = situation_steppe_warm_nights_season
sub_region_current_phase = situation_steppe_sky_blessing_season
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}
}
}
great_steppe_not_in_sub_region_trigger = {
situation:the_great_steppe ?= {
NOT = {
any_situation_sub_region = {
situation_sub_region_has_geographical_region = geographical_region:$REGION$
}
}
}
}
is_gurkhan = {
trigger_if = {
limit = { exists = situation:the_great_steppe }
this = situation:the_great_steppe.situation_top_herd
}
}
mpo_permafrost_building_trigger = {
trigger_if = {
limit = {
county = {
has_county_modifier = mpo_siberian_permafrost_modifier
}
}
culture ?= scope:holder.culture
culture ?= {
has_cultural_tradition = tradition_mpo_northern_tribes
}
}
}
has_raid_intent_protection = {
scope:county.duchy = {
any_in_de_jure_hierarchy = {
tier = tier_county
holder.top_liege = scope:county.holder.top_liege
any_county_province = {
has_building_with_flag = raid_protection_1
}
}
}
}
has_raid_intent_immunity = {
scope:county.duchy = {
any_in_de_jure_hierarchy = {
tier = tier_county
holder.top_liege = scope:county.holder.top_liege
any_county_province = {
has_building_with_flag = raid_protection_2
}
}
}
}
has_chaotic_succession_trigger = { # Used to set up right scopes for Important Action
capital_county ?= {
any_county_situation = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
}
any_situation_sub_region = {
save_temporary_scope_as = subregion
}
}
}
has_chaotic_succession_trigger_action = yes
}
has_chaotic_succession_trigger_action = { # Used in both Rules and Important Action
save_temporary_scope_as = root_scope
OR = {
trigger_if = {
limit = {
exists = scope:subregion
}
custom_tooltip = {
text = chaotic_succession_havsarsan_zud
scope:subregion ?= {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
}
}
}
trigger_if = {
limit = {
mpo_current_disobedient_kurultai_value >= 1
}
custom_tooltip = {
text = chaotic_succession_disobedient_kurultai
always = yes
}
}
trigger_else = {
custom_tooltip = {
text = chaotic_succession_disobedient_kurultai_none
always = no
}
}
trigger_if = {
limit = {
OR = {
NOT = { exists = cp:councillor_kurultai_1 }
NOT = { exists = cp:councillor_kurultai_2 }
NOT = { exists = cp:councillor_kurultai_3 }
NOT = { exists = cp:councillor_kurultai_4 }
}
}
custom_tooltip = {
text = is_kurultai_succession_chaotic_empty_kurultai
always = yes
}
}
trigger_else = {
custom_tooltip = {
text = is_kurultai_succession_chaotic_empty_kurultai_none
always = no
}
}
}
trigger_if = {
limit = {
any_held_title = {
has_variable = chaotic_succession_protection
}
}
custom_tooltip = {
text = chaotic_succession_protection_tt
NOT = {
any_held_title = {
has_variable = chaotic_succession_protection
}
}
}
}
trigger_if = {
limit = {
primary_title ?= {
has_title_law = confederation_elective_succession_law
}
}
custom_tooltip = {
text = chaotic_succession_protection_title_law_tt
NOT = {
primary_title ?= {
has_title_law = confederation_elective_succession_law
}
}
}
}
}
mpo_de_jure_shifting_triggers = {
NOR = {
target_is_de_jure_liege_or_above = root.primary_title
any_de_jure_county_holder = {
NOR = {
root = { is_liege_or_above_of = prev }
is_tributary_of_suzerain_or_above = root
top_liege = {
is_tributary_of_suzerain_or_above = root
}
}
}
any_de_jure_county = {
NOT = {
any_county_situation = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
}
}
}
}
}
any_title_to_title_neighboring_$UPPER_TIER$ = {
this = root.primary_title
}
}
vassal_grant_de_jure_shift_trigger = {
tier >= tier_duchy
tier = scope:secondary_actor.highest_held_title_tier
NOR = {
target_is_de_jure_liege_or_above = scope:recipient.primary_title
any_de_jure_county = {
any_county_situation = {
any_participant_group = {
participant_group_type = nomad_rulers_capital
}
}
}
any_de_jure_county_holder = {
NOR = {
any_liege_or_above = {
this = scope:recipient
}
is_tributary_of_suzerain_or_above = scope:recipient
top_liege = {
is_tributary_of_suzerain_or_above = scope:recipient
}
}
}
}
switch = {
trigger = scope:secondary_actor.highest_held_title_tier
tier_kingdom = {
any_title_to_title_neighboring_kingdom = {
this = scope:recipient.primary_title
}
}
tier_duchy = {
any_title_to_title_neighboring_kingdom = {
this = scope:recipient.primary_title
}
}
}
}
higher_dominance_trigger = {
$FIRST_TARGET$ = {
switch = {
trigger = has_realm_law
nomadic_authority_5 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_4 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_3 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_2 = {
$SECOND_TARGET$ = {
has_realm_law = nomadic_authority_1
}
}
}
}
}
higher_or_equal_dominance_trigger = {
$FIRST_TARGET$ = {
switch = {
trigger = has_realm_law
nomadic_authority_5 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_5
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_4 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_3 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_2 = {
$SECOND_TARGET$ = {
OR = {
has_realm_law = nomadic_authority_2
has_realm_law = nomadic_authority_1
}
}
}
nomadic_authority_2 = {
$SECOND_TARGET$ = {
has_realm_law = nomadic_authority_1
}
}
}
}
}
#any_county scope
county_ready_for_abuse_trigger = {
uses_county_fertility = yes
any_county_situation = { this = situation:the_great_steppe }
holder = {
is_ai = yes
}
NOR = {
holder = root
holder = situation:the_great_steppe.situation_top_herd
has_county_modifier = mpo_paiza_abused_county_modifier
}
}
2026-04-25 18:55:31 -04:00
mpo_nomad_invasion_war_ai_trigger = {
OR = {
has_realm_law = nomadic_authority_3
has_realm_law = nomadic_authority_4
has_realm_law = nomadic_authority_5
}
is_independent_ruler = yes
is_at_war = no
gold > 0
NOT = {
has_realm_law = uncrowned
}
OR = {
#China is in division
AND = {
situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_chaos }
NOT = {
exists = title:h_china.holder
}
capital_province = {
geographical_region = world_steppe_east
}
}
#Byzantium or China are actually somehow a viable target
title:e_byzantium.holder ?= {
in_diplomatic_range = $NOMAD$
NOR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = $NOMAD$ }
is_allied_to = $NOMAD$
is_tributary_of = $NOMAD$
$NOMAD$ = {
is_tributary_of_suzerain_or_above = prev
}
$NOMAD$ = {
has_truce = prev
}
}
#Fulfills strength comparison
current_military_strength < $NOMAD$.seventy_percent_of_current_military_strength
OR = {
gold <= $NOMAD$.fifty_percent_of_current_gold
current_military_strength <= $NOMAD$.forty_percent_of_current_military_strength
}
}
title:h_china.holder ?= {
in_diplomatic_range = $NOMAD$
NOR = {
has_any_good_relationship_with_character_trigger = { CHARACTER = $NOMAD$ }
is_allied_to = $NOMAD$
is_tributary_of = $NOMAD$
$NOMAD$ = {
is_tributary_of_suzerain_or_above = prev
}
$NOMAD$ = {
has_truce = prev
}
}
#Fulfills strength comparison
current_military_strength < $NOMAD$.seventy_percent_of_current_military_strength
OR = {
gold <= $NOMAD$.fifty_percent_of_current_gold
current_military_strength <= $NOMAD$.forty_percent_of_current_military_strength
}
}
# Havsaran zud? Leave the steppe!
capital_county ?= {
any_county_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
}
}
#Landless and heavily herded
AND = {
is_landed = no
domicile.herd >= 8000
}
#Family has held title without ascendance for a while
AND = {
ai_energy > low_negative_ai_value
is_gurkhan = no
sub_realm_size <= 30
domicile ?= { herd <= two_thirds_max_herd_value }
exists = $NOMAD$.house
primary_title = {
previous_holder ?= {
house ?= $NOMAD$.house
}
any_past_holder = {
count >= 2
NOT = {
this = $NOMAD$
}
house ?= $NOMAD$.house
trigger_if = {
limit = {
is_alive = no
}
time_since_death = {
years <= 120
}
}
}
}
}
#Is "pushed out" by stronger neighbor
AND = {
ai_vengefulness < low_positive_ai_value
is_gurkhan = no
any_neighboring_realm_with_tributaries_owner = {
NOT = { is_tributary_of_suzerain_or_above = $NOMAD$ }
OR = {
#Is personally scary
AND = {
government_has_flag = government_is_nomadic
seventy_percent_of_current_military_strength >= $NOMAD$.current_military_strength
NOR = {
is_allied_to = $NOMAD$
has_truce = $NOMAD$
}
}
#Suzerain is scary
AND = {
is_tributary = yes
top_suzerain = {
NOT = { this = $NOMAD$ }
government_has_flag = government_is_nomadic
seventy_percent_of_current_military_strength > $NOMAD$.current_military_strength
NOR = {
is_tributary_of = $NOMAD$
is_allied_to = $NOMAD$
has_truce = $NOMAD$
}
}
}
}
}
}
}
}
mpo_nomad_duchy_invasion_war_ai_trigger = {
is_independent_ruler = yes
is_at_war = no
gold > 0
NOT = {
has_realm_law = uncrowned
}
has_realm_law = nomadic_authority_2
OR = {
#China is in division
AND = {
situation:dynastic_cycle ?= { situation_current_phase = situation_dynastic_cycle_phase_chaos }
NOT = {
exists = title:h_china.holder
}
}
# Havsaran zud? Leave the steppe!
capital_county ?= {
any_county_situation_sub_region = {
sub_region_current_phase = situation_steppe_havsarsan_zud_season
}
}
#Landless and heavily herded
AND = {
is_landed = no
domicile.herd >= 4000
}
#Family has held title without ascendance for a while
AND = {
ai_energy >= 0
is_gurkhan = no
sub_realm_size <= 3
domicile ?= { herd <= two_thirds_max_herd_value }
exists = $NOMAD$.house
primary_title = {
previous_holder ?= {
house ?= $NOMAD$.house
}
any_past_holder = {
count >= 2
this != $NOMAD$
house ?= $NOMAD$.house
OR = {
is_alive = yes
time_since_death = {
years <= 120
}
}
}
}
}
}
}