1553 lines
32 KiB
Text
1553 lines
32 KiB
Text
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#########################
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#### UNITY DECISIONS ####
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#########################
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# House Head decision - These are only available to the House Head
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### Reinforce Army with Loyal Officers ###
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unity_reinforce_army_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 72
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp3/antagonistic.dds"
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}
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is_invisible = yes
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sort_order = 60
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desc = unity_reinforce_army_decision_desc
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cooldown = { years = 20 }
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is_shown = {
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government_has_flag = government_is_clan
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is_landed = yes
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exists = house
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}
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is_valid = {
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house = {
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has_house_unity_stage = antagonistic
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}
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is_house_head = yes
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}
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is_valid_showing_failures_only = {
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house = {
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has_house_unity_stage = antagonistic
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NOT = { has_house_unity_modifier = unity_antagonistic_maa_modifier }
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}
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is_house_head = yes
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}
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effect = {
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house = {
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add_house_unity_modifier = {
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modifier = unity_antagonistic_maa_modifier
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years = 10
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}
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}
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}
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cost = {
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gold = {
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value = medium_gold_value
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}
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piety = {
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value = unity_major_decision_piety_cost
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add = {
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value = 20
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multiply = {
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value = number_of_landed_house_members_value
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subtract = 1 # We don't want to add any extra for the first ruler
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}
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}
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}
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}
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ai_potential = {
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house ?= { # Don't bother unless you have a few landed house members who would benefit
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any_house_unity_member = {
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count >= 3
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}
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}
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ai_has_warlike_personality = yes
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}
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ai_will_do = {
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base = 25
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}
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}
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### Enforce Intrigue Network ###
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unity_establish_network_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 72
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds"
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}
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is_invisible = yes
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sort_order = 60
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desc = unity_establish_network_decision_desc
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cooldown = { years = 20 }
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is_shown = {
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government_has_flag = government_is_clan
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is_landed = yes
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exists = house
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}
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is_valid = {
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house = {
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has_house_unity_stage = competitive
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}
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is_house_head = yes
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}
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is_valid_showing_failures_only = {
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house = {
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has_house_unity_stage = competitive
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NOT = { has_house_unity_modifier = unity_competitive_spies_modifier }
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}
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is_house_head = yes
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}
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effect = {
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house = {
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add_house_unity_modifier = {
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modifier = unity_competitive_spies_modifier
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years = 10
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}
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}
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}
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cost = {
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gold = {
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value = medium_gold_value
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}
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piety = {
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value = unity_major_decision_piety_cost
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add = {
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value = 20
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multiply = {
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value = number_of_landed_house_members_value
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subtract = 1 # We don't want to add any extra for the first ruler
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}
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}
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}
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}
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ai_potential = {
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house ?= { # Don't bother unless you have a few landed house members who would benefit
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any_house_unity_member = {
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count >= 3
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}
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}
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ai_has_cautious_personality = yes
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}
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ai_will_do = {
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base = 25
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}
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}
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### Improve Taxation ###
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unity_improve_taxation_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 72
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp3/impassive.dds"
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}
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is_invisible = yes
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sort_order = 60
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desc = unity_improve_taxation_decision_desc
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cooldown = { years = 20 }
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is_shown = {
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government_has_flag = government_is_clan
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is_landed = yes
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exists = house
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}
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is_valid = {
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house = {
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has_house_unity_stage = impassive
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}
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is_house_head = yes
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}
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is_valid_showing_failures_only = {
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house = {
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has_house_unity_stage = impassive
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NOT = { has_house_unity_modifier = unity_impassive_tax_modifier }
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}
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is_house_head = yes
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}
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effect = {
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house = {
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add_house_unity_modifier = {
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modifier = unity_impassive_tax_modifier
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years = 10
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}
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}
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}
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cost = {
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piety = {
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value = unity_major_decision_piety_cost
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add = {
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value = 20
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multiply = {
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value = number_of_landed_house_members_value
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subtract = 1 # We don't want to add any extra for the first ruler
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}
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}
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}
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}
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ai_potential = {
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house ?= { # Don't bother unless you have a few landed house members who would benefit
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any_house_unity_member = {
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count >= 3
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}
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}
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ai_has_builder_or_pious_builder_personality = yes
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}
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ai_will_do = {
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base = 25
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}
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}
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### Send Bailiffs ###
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unity_send_bailiffs_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 72
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp3/friendly.dds"
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}
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is_invisible = yes
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sort_order = 60
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desc = unity_send_bailiffs_decision_desc
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cooldown = { years = 20 }
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is_shown = {
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government_has_flag = government_is_clan
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is_landed = yes
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exists = house
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}
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is_valid = {
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house = {
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has_house_unity_stage = friendly
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}
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is_house_head = yes
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}
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is_valid_showing_failures_only = {
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house = {
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has_house_unity_stage = friendly
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NOT = { has_house_unity_modifier = unity_friendly_bailiff_modifier }
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}
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is_house_head = yes
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}
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effect = {
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house = {
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add_house_unity_modifier = {
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modifier = unity_friendly_bailiff_modifier
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years = 10
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}
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}
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}
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cost = {
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gold = {
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value = medium_gold_value
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}
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piety = {
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value = unity_major_decision_piety_cost
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add = {
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value = 20
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multiply = {
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value = number_of_landed_house_members_value
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subtract = 1 # We don't want to add any extra for the first ruler
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}
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}
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}
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}
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ai_potential = {
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house ?= { # Don't bother unless you have a few landed house members who would benefit
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any_house_unity_member = {
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count >= 3
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}
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}
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OR = {
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ai_has_warlike_personality = yes
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ai_has_economical_boom_personality = yes
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}
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}
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ai_will_do = {
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base = 25
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}
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}
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### Placate Vassals ###
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unity_placate_vassals_decision = {
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ai_check_interval_by_tier = {
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barony = 0
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county = 0
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duchy = 36
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kingdom = 36
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empire = 36
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hegemony = 36
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}
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp3/harmonious.dds"
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}
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is_invisible = yes
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sort_order = 60
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desc = unity_placate_vassals_decision_desc
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cooldown = { years = 20 }
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is_shown = {
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government_has_flag = government_is_clan
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is_landed = yes
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exists = house
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}
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is_valid = {
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house = {
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has_house_unity_stage = harmonious
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}
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is_house_head = yes
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}
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is_valid_showing_failures_only = {
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house = {
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has_house_unity_stage = harmonious
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NOT = { has_house_unity_modifier = unity_harmonious_placation_modifier }
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}
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is_house_head = yes
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}
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effect = {
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house = {
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add_house_unity_modifier = {
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modifier = unity_harmonious_placation_modifier
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years = 10
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}
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}
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}
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|
||
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cost = {
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gold = {
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value = medium_gold_value
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}
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||
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piety = {
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||
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value = unity_major_decision_piety_cost
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||
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add = {
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||
|
|
value = 20
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|
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multiply = {
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||
|
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value = number_of_landed_house_members_value
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|
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subtract = 1 # We don't want to add any extra for the first ruler
|
||
|
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}
|
||
|
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}
|
||
|
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}
|
||
|
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}
|
||
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|
|
||
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ai_potential = {
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house ?= { # Don't bother unless you have a few landed house members who would benefit
|
||
|
|
any_house_unity_member = {
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|
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count >= 3
|
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|
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}
|
||
|
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}
|
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ai_has_warlike_personality = no
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|
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}
|
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|
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ai_will_do = {
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|
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base = 20
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|
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}
|
||
|
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}
|
||
|
|
|
||
|
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### Organize House Members for War ###
|
||
|
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unity_organize_house_for_war_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 36
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 12
|
||
|
|
empire = 12
|
||
|
|
hegemony = 12
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||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_sunder.dds"
|
||
|
|
}
|
||
|
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is_invisible = yes
|
||
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|
||
|
|
sort_order = 60
|
||
|
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|
||
|
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desc = unity_organize_house_for_war_decision_desc
|
||
|
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|
||
|
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cooldown = { years = 20 }
|
||
|
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|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
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||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
house = {
|
||
|
|
NOT = { has_house_modifier = unity_house_focused_on_economy_modifier } # Cannot promote war while the house is focused on economy already
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = antagonistic
|
||
|
|
has_house_unity_stage = competitive
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = antagonistic
|
||
|
|
has_house_unity_stage = competitive
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
house = {
|
||
|
|
add_house_modifier = {
|
||
|
|
modifier = unity_house_organized_for_war_modifier
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = {
|
||
|
|
value = unity_minor_decision_piety_cost
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
ai_has_warlike_personality = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Encourage House to Improve the Economy ###
|
||
|
|
unity_encourage_house_economy_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
desc = unity_encourage_house_economy_decision_desc
|
||
|
|
|
||
|
|
cooldown = { years = 20 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
house = {
|
||
|
|
NOT = { has_house_modifier = unity_house_organized_for_war_modifier } # Cannot promote economy while the house is focused on war already
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = friendly
|
||
|
|
has_house_unity_stage = harmonious
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = friendly
|
||
|
|
has_house_unity_stage = harmonious
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
house = {
|
||
|
|
add_house_modifier = {
|
||
|
|
modifier = unity_house_focused_on_economy_modifier
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = {
|
||
|
|
value = unity_minor_decision_piety_cost
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
ai_has_economical_boom_personality = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 20
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Steer House Unity ###
|
||
|
|
unity_steer_house_direction_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 24
|
||
|
|
duchy = 24
|
||
|
|
kingdom = 24
|
||
|
|
empire = 24
|
||
|
|
hegemony = 24
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_foundation.dds"
|
||
|
|
}
|
||
|
|
#is_invisible = yes
|
||
|
|
decision_group_type = house_unity
|
||
|
|
|
||
|
|
sort_order = 1500 # We want the decision to be at the top of the list to make it real easy to find.
|
||
|
|
|
||
|
|
cooldown = { years = 10 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
is_house_head = yes
|
||
|
|
|
||
|
|
# Option localisation
|
||
|
|
trigger_if = {
|
||
|
|
limit = { scope:steer_unity_towards_harmonious = yes }
|
||
|
|
custom_tooltip = {
|
||
|
|
text = steer_unity_towards_harmonious_tt
|
||
|
|
NOT = { house = { has_house_unity_stage = harmonious } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
trigger_if = {
|
||
|
|
limit = { scope:steer_unity_towards_antagonistic = yes }
|
||
|
|
custom_tooltip = {
|
||
|
|
text = steer_unity_towards_antagonistic_tt
|
||
|
|
NOT = { house = { has_house_unity_stage = antagonistic } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
widget = {
|
||
|
|
gui = "decision_view_widget_unity_steer_house_direction"
|
||
|
|
controller = decision_option_list_controller
|
||
|
|
decision_to_second_step_button = "CHOOSE_UNITY_DIRECTION"
|
||
|
|
show_from_start = yes
|
||
|
|
|
||
|
|
### Increase Unity
|
||
|
|
item = {
|
||
|
|
value = steer_unity_towards_harmonious
|
||
|
|
is_valid = {
|
||
|
|
custom_tooltip = {
|
||
|
|
text = steer_unity_towards_harmonious_tt
|
||
|
|
NOT = { house = { has_house_unity_stage = harmonious } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
current_description = steer_unity_towards_harmonious_desc
|
||
|
|
localization = steer_unity_towards_harmonious_name
|
||
|
|
icon = "gfx/interface/icons/currencies/house_unity/harmonious.dds"
|
||
|
|
ai_chance = {
|
||
|
|
value = 100
|
||
|
|
if = {
|
||
|
|
limit = { ai_wants_low_unity = yes }
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
### Decrease Unity
|
||
|
|
item = {
|
||
|
|
value = steer_unity_towards_antagonistic
|
||
|
|
is_valid = {
|
||
|
|
custom_tooltip = {
|
||
|
|
text = steer_unity_towards_antagonistic_tt
|
||
|
|
NOT = { house = { has_house_unity_stage = antagonistic } }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
current_description = steer_unity_towards_antagonistic_desc
|
||
|
|
localization = steer_unity_towards_antagonistic_name
|
||
|
|
icon = "gfx/interface/icons/currencies/house_unity/antagonistic.dds"
|
||
|
|
ai_chance = {
|
||
|
|
value = 100
|
||
|
|
if = {
|
||
|
|
limit = { ai_wants_high_unity = yes }
|
||
|
|
multiply = 0
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
if = { # Increase Unity
|
||
|
|
limit = { scope:steer_unity_towards_harmonious = yes }
|
||
|
|
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_gain
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
custom_tooltip = steer_unity_towards_harmonious_passive_gain_tt
|
||
|
|
add_character_flag = {
|
||
|
|
flag = steer_unity_towards_harmonious_passive_gain
|
||
|
|
years = 10
|
||
|
|
}
|
||
|
|
|
||
|
|
# Let's send notifications to relevant characters
|
||
|
|
hidden_effect = {
|
||
|
|
# Send a toast to yourself, as a confirmation that Unity changed
|
||
|
|
send_interface_toast = {
|
||
|
|
type = msg_house_unity_change_value
|
||
|
|
title = steer_unity_towards_harmonious_toast
|
||
|
|
desc = steer_unity_towards_harmonious_toast
|
||
|
|
left_icon = root
|
||
|
|
show_as_tooltip = {
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_gain
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
# Send a notification (we don't want a toast here) to any other player within the house
|
||
|
|
every_player = {
|
||
|
|
limit = {
|
||
|
|
house ?= root.house
|
||
|
|
this != root
|
||
|
|
}
|
||
|
|
send_interface_message = {
|
||
|
|
type = msg_house_unity_change_value
|
||
|
|
title = steer_unity_notification_title
|
||
|
|
desc = steer_unity_towards_harmonious_toast
|
||
|
|
left_icon = root
|
||
|
|
show_as_tooltip = {
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_gain
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
else_if = { # Decrease Unity
|
||
|
|
limit = { scope:steer_unity_towards_antagonistic = yes }
|
||
|
|
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_loss
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
custom_tooltip = steer_unity_towards_antagonistic_passive_loss_tt
|
||
|
|
add_character_flag = {
|
||
|
|
flag = steer_unity_towards_antagonistic_passive_loss
|
||
|
|
years = 10
|
||
|
|
}
|
||
|
|
|
||
|
|
# Let's send notifications to relevant characters
|
||
|
|
hidden_effect = {
|
||
|
|
# Send a toast to yourself, as a confirmation that Unity changed
|
||
|
|
send_interface_toast = {
|
||
|
|
type = msg_house_unity_change_value
|
||
|
|
title = steer_unity_towards_antagonistic_toast
|
||
|
|
desc = steer_unity_towards_antagonistic_toast
|
||
|
|
left_icon = root
|
||
|
|
show_as_tooltip = {
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_loss
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
# Send a notification (we don't want a toast here) to any other player within the house
|
||
|
|
every_player = {
|
||
|
|
limit = {
|
||
|
|
house ?= root.house
|
||
|
|
this != root
|
||
|
|
}
|
||
|
|
send_interface_message = {
|
||
|
|
type = msg_house_unity_change_value
|
||
|
|
title = steer_unity_notification_title
|
||
|
|
desc = steer_unity_towards_antagonistic_toast
|
||
|
|
left_icon = root
|
||
|
|
show_as_tooltip = {
|
||
|
|
house = {
|
||
|
|
add_unity_value = {
|
||
|
|
value = massive_unity_loss
|
||
|
|
character = root
|
||
|
|
desc = clan_unity_steer_direction_change.desc
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = {
|
||
|
|
value = unity_major_decision_piety_cost
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
highest_held_title_tier >= tier_county # Barons doesn't have to use the decision
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 20
|
||
|
|
|
||
|
|
# If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction
|
||
|
|
modifier = {
|
||
|
|
OR = {
|
||
|
|
ai_wants_high_unity = yes
|
||
|
|
ai_wants_low_unity = yes
|
||
|
|
}
|
||
|
|
add = 40
|
||
|
|
}
|
||
|
|
|
||
|
|
# If unity is at max or min levels, increase the AI weight if they want to go in the opposite direction
|
||
|
|
modifier = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
ai_wants_high_unity = yes
|
||
|
|
OR = {
|
||
|
|
house = { has_house_unity_stage = antagonistic }
|
||
|
|
house = { has_house_unity_stage = competitive }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
AND = {
|
||
|
|
ai_wants_low_unity = yes
|
||
|
|
OR = {
|
||
|
|
house = { has_house_unity_stage = harmonious }
|
||
|
|
house = { has_house_unity_stage = friendly }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
add = 40
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
# General Unity decisions - These are available to all members of a House
|
||
|
|
### Search for Tax Collectors ###
|
||
|
|
unity_search_for_administrators_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 0
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3_decision_tax_collector.dds"
|
||
|
|
}
|
||
|
|
sort_order = 60
|
||
|
|
decision_group_type = house_unity
|
||
|
|
|
||
|
|
desc = unity_search_for_administrators_decision_desc
|
||
|
|
|
||
|
|
cooldown = { years = 10 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
custom_tooltip = search_administors_decision.tt
|
||
|
|
hidden_effect = {
|
||
|
|
random_list = {
|
||
|
|
40 = {
|
||
|
|
save_temporary_scope_value_as = {
|
||
|
|
name = number_of_new_administrators
|
||
|
|
value = 1
|
||
|
|
}
|
||
|
|
}
|
||
|
|
40 = {
|
||
|
|
save_temporary_scope_value_as = {
|
||
|
|
name = number_of_new_administrators
|
||
|
|
value = 2
|
||
|
|
}
|
||
|
|
}
|
||
|
|
20 = {
|
||
|
|
save_temporary_scope_value_as = {
|
||
|
|
name = number_of_new_administrators
|
||
|
|
value = 3
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
while = {
|
||
|
|
count = scope:number_of_new_administrators
|
||
|
|
create_character = {
|
||
|
|
template = administrator_character
|
||
|
|
employer = root
|
||
|
|
faith = root.faith
|
||
|
|
culture = root.culture
|
||
|
|
gender_female_chance = {
|
||
|
|
if = {
|
||
|
|
limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
|
||
|
|
add = 0
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
else = {
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = new_administrator
|
||
|
|
}
|
||
|
|
send_interface_message = {
|
||
|
|
type = event_dynasty_good_with_text
|
||
|
|
title = unity_search_for_administrators_decision.msg.t
|
||
|
|
desc = unity_search_for_administrators_decision.msg.desc
|
||
|
|
left_icon = scope:new_administrator
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = { # We give the AI some handicap here by making the decision free for them, but they only ever use it if they don't have any tax collectors at all
|
||
|
|
gold = {
|
||
|
|
value = 0
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_treasury = no
|
||
|
|
is_ai = no
|
||
|
|
}
|
||
|
|
add = minor_gold_value
|
||
|
|
}
|
||
|
|
}
|
||
|
|
treasury = {
|
||
|
|
value = 0
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
has_treasury = yes
|
||
|
|
is_ai = no
|
||
|
|
}
|
||
|
|
add = minor_gold_value
|
||
|
|
}
|
||
|
|
}
|
||
|
|
piety = {
|
||
|
|
value = 0
|
||
|
|
if = {
|
||
|
|
limit = { is_ai = no }
|
||
|
|
add = medium_piety_value
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
highest_held_title_tier >= tier_duchy
|
||
|
|
any_tax_collector = { count <= 0 }
|
||
|
|
any_vassal = {
|
||
|
|
count >= 2
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 100
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
# FP3 Unity Decisions
|
||
|
|
### Demand Shared Army Logistics ###
|
||
|
|
unity_improve_logistics_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_concession.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
desc = unity_improve_logistics_decision_desc
|
||
|
|
|
||
|
|
cooldown = { years = 20 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
has_fp3_dlc_trigger = yes
|
||
|
|
culture = { has_cultural_pillar = heritage_iranian }
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
# We show the culture requirement here to tell the player why they have the decision available
|
||
|
|
culture = { has_cultural_pillar = heritage_iranian }
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = antagonistic
|
||
|
|
has_house_unity_stage = competitive
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = antagonistic
|
||
|
|
has_house_unity_stage = competitive
|
||
|
|
}
|
||
|
|
NOT = { has_house_unity_modifier = fp3_unity_improved_logistics_modifier }
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
house = {
|
||
|
|
add_house_unity_modifier = {
|
||
|
|
modifier = fp3_unity_improved_logistics_modifier
|
||
|
|
years = 10
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
gold = {
|
||
|
|
value = medium_gold_value
|
||
|
|
}
|
||
|
|
piety = {
|
||
|
|
value = unity_major_decision_piety_cost
|
||
|
|
add = {
|
||
|
|
value = 20
|
||
|
|
multiply = {
|
||
|
|
value = number_of_landed_house_members_value
|
||
|
|
subtract = 1 # We don't want to add any extra for the first ruler
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
house ?= { # Don't bother unless you have a few landed house members who would benefit
|
||
|
|
any_house_unity_member = {
|
||
|
|
count >= 3
|
||
|
|
}
|
||
|
|
}
|
||
|
|
ai_has_warlike_personality = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 10
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Promote Development ###
|
||
|
|
unity_promote_development_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/decision_golden_age.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
desc = unity_promote_development_decision_desc
|
||
|
|
|
||
|
|
cooldown = { years = 20 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
has_fp3_dlc_trigger = yes
|
||
|
|
culture = { has_cultural_pillar = heritage_iranian }
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
# We show the culture requirement here to tell the player why they have the decision available
|
||
|
|
culture = { has_cultural_pillar = heritage_iranian }
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = friendly
|
||
|
|
has_house_unity_stage = harmonious
|
||
|
|
}
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = friendly
|
||
|
|
has_house_unity_stage = harmonious
|
||
|
|
}
|
||
|
|
NOT = { has_house_unity_modifier = fp3_unity_promoted_development_modifier }
|
||
|
|
}
|
||
|
|
is_house_head = yes
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
house = {
|
||
|
|
add_house_unity_modifier = {
|
||
|
|
modifier = fp3_unity_promoted_development_modifier
|
||
|
|
years = 10
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
gold = {
|
||
|
|
value = medium_gold_value
|
||
|
|
}
|
||
|
|
piety = {
|
||
|
|
value = unity_major_decision_piety_cost
|
||
|
|
add = {
|
||
|
|
value = 20
|
||
|
|
multiply = {
|
||
|
|
value = number_of_landed_house_members_value
|
||
|
|
subtract = 1 # We don't want to add any extra for the first ruler
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
house ?= { # Don't bother unless you have a few landed house members who would benefit
|
||
|
|
any_house_unity_member = {
|
||
|
|
count >= 3
|
||
|
|
}
|
||
|
|
}
|
||
|
|
ai_has_warlike_personality = no
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 10
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Consult House Members ###
|
||
|
|
unity_consult_house_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
desc = unity_consult_house_decision_desc
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
house = {
|
||
|
|
has_house_unity_stage = impassive
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid_showing_failures_only = {
|
||
|
|
custom_tooltip = {
|
||
|
|
text = unity_consult_house_decision.tt_cooldown
|
||
|
|
NOT = { has_character_flag = fp3_consulted_house }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
custom_tooltip = unity_consult_house_decision.tt_house_council_bonus
|
||
|
|
#custom_tooltip = unity_consult_house_decision.tt_no_unity_change
|
||
|
|
custom_tooltip = unity_consult_house_decision.tt_lifetime
|
||
|
|
add_character_flag = {
|
||
|
|
flag = fp3_consulted_house
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = { value = unity_minor_decision_piety_cost }
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
exists = house
|
||
|
|
# AI has more than 1 house member that is their vassal/courtier (can serve as a councillor)
|
||
|
|
house = {
|
||
|
|
any_house_member = {
|
||
|
|
count > 1
|
||
|
|
OR = {
|
||
|
|
is_vassal_of = root
|
||
|
|
is_courtier_of = root
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 20
|
||
|
|
# AI has more than 1 house member actively serving as a councillor
|
||
|
|
modifier = {
|
||
|
|
any_councillor = {
|
||
|
|
count > 1
|
||
|
|
house ?= root.house
|
||
|
|
}
|
||
|
|
add = 100
|
||
|
|
}
|
||
|
|
# Benefits AI to stack family buffs
|
||
|
|
modifier = {
|
||
|
|
culture = { has_cultural_parameter = close_family_better_councillors }
|
||
|
|
add = 50
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Establish Futuwaa Lodges ###
|
||
|
|
unity_establish_futuwaa_lodges_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 36
|
||
|
|
empire = 36
|
||
|
|
hegemony = 36
|
||
|
|
}
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3/competitive.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
desc = {
|
||
|
|
desc = unity_establish_futuwaa_lodges_decision_desc_intro
|
||
|
|
first_valid = {
|
||
|
|
# "People"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_equal_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco }
|
||
|
|
has_character_modifier = ignores_gender_army_rules
|
||
|
|
culture = {
|
||
|
|
OR = {
|
||
|
|
has_cultural_parameter = has_access_to_shieldmaidens
|
||
|
|
has_cultural_parameter = high_prowess_ignores_knight_restrictions
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = people
|
||
|
|
}
|
||
|
|
# "Women"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_female_only_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = women
|
||
|
|
}
|
||
|
|
# "Men"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_male_only_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = loc_men
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = unity_establish_futuwaa_lodges_decision_desc_outro
|
||
|
|
}
|
||
|
|
|
||
|
|
cooldown = { years = 20 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
exists = capital_province
|
||
|
|
culture = { has_cultural_tradition = tradition_futuwaa }
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = antagonistic
|
||
|
|
has_house_unity_stage = competitive
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
save_scope_as = sponsor # For loc
|
||
|
|
|
||
|
|
# Yup this nonsense is necessary, custom_tooltip does not support triggered_desc
|
||
|
|
if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_equal_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_can_be_either_gender_if_no_roco }
|
||
|
|
has_character_modifier = ignores_gender_army_rules
|
||
|
|
culture = {
|
||
|
|
OR = {
|
||
|
|
has_cultural_parameter = has_access_to_shieldmaidens
|
||
|
|
has_cultural_parameter = high_prowess_ignores_knight_restrictions
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = any_combatants # This is relevant for a TT later on
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_people }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_female_only_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = female_combatants
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_women }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
AND = {
|
||
|
|
has_dlc_feature = diverge_culture
|
||
|
|
culture = { has_cultural_parameter = martial_custom_male_only_combatant }
|
||
|
|
}
|
||
|
|
faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = male_combatants
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_men }
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = { exists = scope:any_combatants }
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_people }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = { exists = scope:female_combatants }
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_women }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = { exists = scope:male_combatants }
|
||
|
|
custom_tooltip = { text = unity_establish_futuwaa_lodges_decision.tt_num_men }
|
||
|
|
}
|
||
|
|
|
||
|
|
add_character_modifier = {
|
||
|
|
modifier = fp3_established_futuwaa_lodges_modifier
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
|
||
|
|
add_character_flag = {
|
||
|
|
flag = fp3_established_futuwaa_lodges
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
|
||
|
|
create_story = story_cycle_futuwaa_lodges
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = { value = unity_minor_decision_piety_cost }
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
house.house_head ?= this
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
highest_held_title_tier >= tier_duchy
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 50
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
### Unity Educate Youth In Madrasas Decision ###
|
||
|
|
unity_educate_youth_in_madrasas_decision = {
|
||
|
|
ai_check_interval_by_tier = {
|
||
|
|
barony = 0
|
||
|
|
county = 72
|
||
|
|
duchy = 36
|
||
|
|
kingdom = 12
|
||
|
|
empire = 12
|
||
|
|
hegemony = 12
|
||
|
|
}
|
||
|
|
|
||
|
|
picture = {
|
||
|
|
reference = "gfx/interface/illustrations/decisions/fp3/fp3_decision_secret_faith.dds"
|
||
|
|
}
|
||
|
|
is_invisible = yes
|
||
|
|
sort_order = 60
|
||
|
|
|
||
|
|
title = {
|
||
|
|
desc = unity_educate_youth_in_madrasas_decision.t_intro
|
||
|
|
first_valid = {
|
||
|
|
# Call them madrasas if our capital is advanced enough
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
capital_county ?= {
|
||
|
|
development_level >= bad_development_level
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = unity_educate_youth_in_madrasas_decision.t_madrasas
|
||
|
|
}
|
||
|
|
# Otherwise just say that the youth are being educated in houses of worship
|
||
|
|
desc = unity_educate_youth_in_madrasas_decision.t_houses_of_worship
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
desc = {
|
||
|
|
desc = unity_educate_youth_in_madrasas_decision_desc_intro
|
||
|
|
first_valid = {
|
||
|
|
# "People"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = { has_realm_law = equal_law }
|
||
|
|
desc = people
|
||
|
|
}
|
||
|
|
# "Women"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
OR = {
|
||
|
|
has_realm_law = female_only_law
|
||
|
|
has_realm_law = female_preference_law
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = women
|
||
|
|
}
|
||
|
|
# "Men"
|
||
|
|
triggered_desc = {
|
||
|
|
trigger = {
|
||
|
|
OR = {
|
||
|
|
has_realm_law = male_only_law
|
||
|
|
has_realm_law = male_preference_law
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = loc_men
|
||
|
|
}
|
||
|
|
}
|
||
|
|
desc = unity_educate_youth_in_madrasas_decision_desc_outro
|
||
|
|
}
|
||
|
|
|
||
|
|
cooldown = { years = 20 }
|
||
|
|
|
||
|
|
is_shown = {
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
is_landed = yes
|
||
|
|
exists = house
|
||
|
|
exists = capital_province # Sanity check
|
||
|
|
culture = { has_cultural_tradition = tradition_fp3_beacon_of_learning }
|
||
|
|
}
|
||
|
|
|
||
|
|
is_valid = {
|
||
|
|
is_at_war = no
|
||
|
|
house = {
|
||
|
|
OR = {
|
||
|
|
has_house_unity_stage = harmonious
|
||
|
|
has_house_unity_stage = friendly
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
effect = {
|
||
|
|
save_scope_as = sponsor # For loc
|
||
|
|
# TT for who is educated
|
||
|
|
# Yup this nonsense is necessary, custom_tooltip does not support triggered_desc
|
||
|
|
if = {
|
||
|
|
limit = { has_realm_law = equal_law }
|
||
|
|
save_scope_as = realm_law_people # This is relevant for a TT later on
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_people }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_realm_law = female_only_law
|
||
|
|
has_realm_law = female_preference_law
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = realm_law_women
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_women }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = {
|
||
|
|
OR = {
|
||
|
|
has_realm_law = male_only_law
|
||
|
|
has_realm_law = male_preference_law
|
||
|
|
}
|
||
|
|
}
|
||
|
|
save_scope_as = realm_law_men
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_men }
|
||
|
|
}
|
||
|
|
|
||
|
|
if = {
|
||
|
|
limit = { exists = scope:realm_law_people }
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_people }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = { exists = scope:realm_law_women }
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_women }
|
||
|
|
}
|
||
|
|
else_if = {
|
||
|
|
limit = { exists = scope:realm_law_men }
|
||
|
|
custom_tooltip = { text = unity_educate_youth_in_madrasas_decision.tt_num_men }
|
||
|
|
}
|
||
|
|
|
||
|
|
add_character_modifier = {
|
||
|
|
modifier = fp3_established_madrasas_modifier
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
|
||
|
|
add_character_flag = {
|
||
|
|
flag = fp3_educated_youth_in_madrasas
|
||
|
|
years = 20
|
||
|
|
}
|
||
|
|
|
||
|
|
create_story = story_cycle_madrasas
|
||
|
|
}
|
||
|
|
|
||
|
|
cost = {
|
||
|
|
piety = { value = unity_minor_decision_piety_cost }
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_potential = {
|
||
|
|
house.house_head ?= this
|
||
|
|
government_has_flag = government_is_clan
|
||
|
|
highest_held_title_tier >= tier_duchy
|
||
|
|
}
|
||
|
|
|
||
|
|
ai_will_do = {
|
||
|
|
base = 50
|
||
|
|
}
|
||
|
|
}
|