Bandits and Byzantines
This commit is contained in:
parent
c2c050875c
commit
1022920a59
18 changed files with 540 additions and 244 deletions
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@ -188,6 +188,7 @@ NEOW_peloponnesian = {
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tradition_fp1_the_right_to_prove
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tradition_stand_and_fight
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tradition_mountain_homes
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tradition_romanticised_banditry
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}
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name_list = name_list_greek
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@ -135,6 +135,7 @@ NEOW_slovak = {
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tradition_equitable
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tradition_loyal_soldiers
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tradition_wine_culture
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tradition_romanticised_banditry
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}
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name_list = name_list_slovien
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@ -258,6 +259,7 @@ goral = {
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traditions = {
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tradition_mountaineer_ruralism
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tradition_zealous_people
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tradition_romanticised_banditry
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}
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dlc_tradition = {
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trait = tradition_fp2_malleable_subjects
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@ -1026,7 +1026,7 @@ tradition_midnight_herders = {
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layers = {
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0 = steward
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2 = western
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1 = western
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4 = horses.dds
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}
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@ -1132,3 +1132,61 @@ tradition_midnight_herders = {
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}
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}
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}
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tradition_romanticised_banditry = { # romanticized banditry
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category = societal
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layers = {
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0 = martial
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1 = mediterranean
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4 = fierce_independence.dds
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}
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is_shown = {
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OR = {
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has_cultural_pillar = heritage_greek
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this = culture:goral
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any_parent_culture_or_above = {
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OR = {
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this = culture:goral
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}
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}
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}
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}
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parameters = {
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banditry_gives_bonuses = yes
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more_likely_to_leave_court = yes
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unlocks_contract_assistance = yes
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unlock_voluntary_laampdom = yes
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more_likely_to_be_laamps = yes
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}
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character_modifier = {
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}
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county_modifier = {
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development_growth_factor = -0.1
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monthly_county_control_growth_factor = -0.1
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}
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province_modifier = {
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travel_danger = 5
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}
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cost = {
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prestige = {
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add = {
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value = tradition_base_cost
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desc = BASE
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format = "BASE_VALUE_FORMAT"
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}
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multiply = tradition_replacement_cost_if_relevant
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}
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}
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ai_will_do = {
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value = 0
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}
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}
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@ -537,186 +537,186 @@ struggle_iberia_ending_conciliation_decision = {
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ai_will_do = { base = 100 }
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}
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###################################
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# Secure the Mediterranean
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# By Hugo Cortell
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###################################
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### Secure The Mediterranean ###
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secure_mediterranean_decision = {
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title = fp2_secure_mediterranean.t
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picture = {
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reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
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}
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desc = fp2_secure_mediterranean.desc
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decision_group_type = major
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selection_tooltip = fp2_secure_mediterranean.tip
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sort_order = 50
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is_shown = {
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# DLC check
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has_fp2_dlc_trigger = yes
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# Standard checks
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is_playable_character = yes
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exists = dynasty
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NOT = {
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is_target_in_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_secured_the_mediterranean
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}
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}
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OR = {
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completely_controls = title:d_sardinia
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completely_controls = title:d_sicily
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AND = {
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completely_controls = title:d_mallorca
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completely_controls = title:d_corsica
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}
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}
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}
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is_valid = {
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completely_controls = title:d_mallorca
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completely_controls = title:d_sardinia
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completely_controls = title:d_corsica
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completely_controls = title:d_sicily
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}
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is_valid_showing_failures_only = {
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is_landed = yes
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}
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effect = {
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add_to_global_variable_list = {
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name = unavailable_unique_decisions
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target = flag:flag_secured_the_mediterranean
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}
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# LOC
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root = {
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save_scope_as = mediterranean_conqueror
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house = { save_scope_as = mediterranean_house }
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}
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title:d_mallorca = { save_scope_as = mallorca }
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title:d_sardinia = { save_scope_as = sardinas }
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title:d_sicily = { save_scope_as = sicily }
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title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
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every_player = {
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limit = {
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this != ROOT
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any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
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}
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send_interface_message = {
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type = event_generic_bad_with_text
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title = secure_mediterranean_decision.involved_notif
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desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
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left_icon = scope:mediterranean_conqueror
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show_as_tooltip = {
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scope:mediterranean_conqueror = {
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house = {
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add_house_modifier = {
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modifier = fp2_controls_the_mediterranean_house_modifier
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years = 100
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}
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}
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dynasty = { add_dynasty_prestige = major_prestige_gain }
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}
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}
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}
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}
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house = {
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add_house_modifier = {
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modifier = fp2_controls_the_mediterranean_house_modifier
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years = 100
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}
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}
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dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
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custom_tooltip = secure_mediterranean_decision.a
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create_title_and_vassal_change = {
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type = created
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save_scope_as = title_change
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add_claim_on_loss = yes
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}
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title:k_mediterranean_sea = {
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change_title_holder = {
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holder = root
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change = scope:title_change
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}
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}
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resolve_title_and_vassal_change = scope:title_change
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title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
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title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
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title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
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title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
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hidden_effect = {
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title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
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trigger_event = iberia_north_africa.2105
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}
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}
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cost = {
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gold = {
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value = 0
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if = {
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limit = {
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has_treasury = no
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}
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add = major_gold_value
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multiply = 1.5
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round = yes
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}
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}
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treasury = {
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value = 0
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if = {
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limit = {
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has_treasury = yes
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}
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add = major_gold_value
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multiply = 1.5
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round = yes
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}
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}
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prestige = {
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value = major_prestige_gain
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multiply = 3
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round = yes
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}
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}
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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 = 0
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kingdom = 730
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empire = 730
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hegemony = 730
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}
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ai_potential = {
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is_ruler = yes
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short_term_gold >= {
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value = major_gold_value
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multiply = 1.5
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round = yes
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}
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prestige >= {
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value = major_prestige_gain
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multiply = 3
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round = yes
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}
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}
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ai_will_do = {
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base = 80
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}
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}
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####################################
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## Secure the Mediterranean
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## By Hugo Cortell
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####################################
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#### Secure The Mediterranean ###
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#secure_mediterranean_decision = {
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# title = fp2_secure_mediterranean.t
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# picture = {
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# reference = "gfx/interface/illustrations/event_scenes/fp1_ocean.dds"
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# }
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# desc = fp2_secure_mediterranean.desc
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# decision_group_type = major
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#
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# selection_tooltip = fp2_secure_mediterranean.tip
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# sort_order = 50
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#
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# is_shown = {
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# # DLC check
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# has_fp2_dlc_trigger = yes
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# # Standard checks
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# is_playable_character = yes
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# exists = dynasty
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# NOT = {
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# is_target_in_global_variable_list = {
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# name = unavailable_unique_decisions
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# target = flag:flag_secured_the_mediterranean
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# }
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# }
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#
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# OR = {
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# completely_controls = title:d_sardinia
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# completely_controls = title:d_sicily
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# AND = {
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# completely_controls = title:d_mallorca
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# completely_controls = title:d_corsica
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# }
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# }
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# }
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#
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# is_valid = {
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# completely_controls = title:d_mallorca
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# completely_controls = title:d_sardinia
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# completely_controls = title:d_corsica
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# completely_controls = title:d_sicily
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# }
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#
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# is_valid_showing_failures_only = {
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# is_landed = yes
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# }
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#
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# effect = {
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# add_to_global_variable_list = {
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# name = unavailable_unique_decisions
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# target = flag:flag_secured_the_mediterranean
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# }
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#
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# # LOC
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# root = {
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# save_scope_as = mediterranean_conqueror
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# house = { save_scope_as = mediterranean_house }
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# }
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# title:d_mallorca = { save_scope_as = mallorca }
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# title:d_sardinia = { save_scope_as = sardinas }
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# title:d_sicily = { save_scope_as = sicily }
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# title:k_mediterranean_sea = { save_scope_as = mediterranean_title }
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#
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# every_player = {
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# limit = {
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# this != ROOT
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# any_held_title = { title_province = { geographical_region = dlc_fp2_mediterranean_shoreline } }
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# }
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# send_interface_message = {
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# type = event_generic_bad_with_text
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# title = secure_mediterranean_decision.involved_notif
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# desc = secure_mediterranean_decision.involved_notif_desc # Players who get this: "why do I hear boss music?" (It is meant to sound vaguely threatening)
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# left_icon = scope:mediterranean_conqueror
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#
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# show_as_tooltip = {
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# scope:mediterranean_conqueror = {
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# house = {
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# add_house_modifier = {
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# modifier = fp2_controls_the_mediterranean_house_modifier
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# years = 100
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# }
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# }
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# dynasty = { add_dynasty_prestige = major_prestige_gain }
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# }
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# }
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# }
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# }
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#
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# house = {
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# add_house_modifier = {
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# modifier = fp2_controls_the_mediterranean_house_modifier
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# years = 100
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# }
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# }
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# dynasty = { add_dynasty_prestige = major_prestige_gain } # You used to get +25% prestiege, but that caused UI issues
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# custom_tooltip = secure_mediterranean_decision.a
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#
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# create_title_and_vassal_change = {
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# type = created
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# save_scope_as = title_change
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# add_claim_on_loss = yes
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# }
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# title:k_mediterranean_sea = {
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# change_title_holder = {
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# holder = root
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# change = scope:title_change
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# }
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# }
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# resolve_title_and_vassal_change = scope:title_change
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# title:d_mallorca = { set_de_jure_liege_title = title:k_mediterranean_sea }
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# title:d_sardinia = { set_de_jure_liege_title = title:k_mediterranean_sea }
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# title:d_corsica = { set_de_jure_liege_title = title:k_mediterranean_sea }
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# title:d_sicily = { set_de_jure_liege_title = title:k_mediterranean_sea }
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#
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# hidden_effect = {
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# title:k_mediterranean_sea = { set_de_jure_liege_title = title:e_italy } # Straying closer to remaking the roman empire
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# trigger_event = iberia_north_africa.2105
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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 = 0
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# if = {
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# limit = {
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# has_treasury = no
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# }
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# add = major_gold_value
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# multiply = 1.5
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# round = yes
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# }
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# }
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# treasury = {
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# value = 0
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||||
# if = {
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# limit = {
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# has_treasury = yes
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||||
# }
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# add = major_gold_value
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# multiply = 1.5
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# round = yes
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||||
# }
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# }
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# prestige = {
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# value = major_prestige_gain
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# multiply = 3
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# round = yes
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# }
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# }
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#
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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 = 0
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# kingdom = 730
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# empire = 730
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# hegemony = 730
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# }
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#
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# ai_potential = {
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# is_ruler = yes
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# short_term_gold >= {
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# value = major_gold_value
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# multiply = 1.5
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# round = yes
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# }
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# prestige >= {
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# value = major_prestige_gain
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# multiply = 3
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# round = yes
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# }
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||||
# }
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#
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# ai_will_do = {
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# base = 80
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# }
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#}
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#############################################
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# Eat a Cheese
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|
|
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@ -11685,6 +11685,13 @@ gallowsbait = {
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same_opinion = 50
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culture_modifier = {
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parameter = banditry_gives_bonuses
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same_culture_opinion = 10
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legitimacy_gain_mult = 0.25
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legitimacy_loss_mult = -0.25
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}
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desc = {
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first_valid = {
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triggered_desc = {
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@ -11705,29 +11712,66 @@ gallowsbait = {
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general_opinion = -2
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courtier_and_guest_opinion = 2
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martial = 1
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culture_modifier = {
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parameter = banditry_gives_bonuses
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same_culture_opinion = 2
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prowess = 1
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hills_advantage = 1
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mountains_advantage = 1
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monthly_prestige_gain_mult = 0.01
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}
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}
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40 = {
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barons_and_minor_landholders_opinion = -5
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general_opinion = -2
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||||
courtier_and_guest_opinion = 2
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culture_modifier = {
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parameter = banditry_gives_bonuses
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same_culture_opinion = 2
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hills_advantage = 1
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mountains_advantage = 1
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monthly_prestige_gain_mult = 0.01
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}
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}
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60 = {
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barons_and_minor_landholders_opinion = -5
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general_opinion = -2
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courtier_and_guest_opinion = 2
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martial = 1
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culture_modifier = {
|
||||
parameter = banditry_gives_bonuses
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||||
same_culture_opinion = 2
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hills_advantage = 1
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mountains_advantage = 1
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||||
monthly_prestige_gain_mult = 0.01
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||||
}
|
||||
}
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80 = {
|
||||
barons_and_minor_landholders_opinion = -5
|
||||
general_opinion = -5
|
||||
courtier_and_guest_opinion = 5
|
||||
monthly_prestige_gain_per_dread_add = 0.01
|
||||
culture_modifier = {
|
||||
parameter = banditry_gives_bonuses
|
||||
same_culture_opinion = 2
|
||||
hills_advantage = 1
|
||||
mountains_advantage = 1
|
||||
monthly_prestige_gain_mult = 0.01
|
||||
}
|
||||
}
|
||||
100 = {
|
||||
barons_and_minor_landholders_opinion = -10
|
||||
general_opinion = -10
|
||||
courtier_and_guest_opinion = 10
|
||||
monthly_prestige_gain_per_dread_add = 0.01
|
||||
culture_modifier = {
|
||||
parameter = banditry_gives_bonuses
|
||||
same_culture_opinion = 2
|
||||
prowess = 1
|
||||
hills_advantage = 1
|
||||
mountains_advantage = 1
|
||||
monthly_prestige_gain_mult = 0.01
|
||||
}
|
||||
}
|
||||
}
|
||||
# Con artistry, huckstering, etc.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue