fixes to minority gov
This commit is contained in:
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e797d289b8
commit
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6 changed files with 2948 additions and 1 deletions
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@ -1563,6 +1563,7 @@ demand_conversion_minister_rites_interaction = {
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is_ai = yes
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is_ruler = yes
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}
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NOT = { scope:recipient = { government_has_flag = government_is_landless_minority } }
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}
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cooldown_against_recipient = { years = 15 }
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@ -1867,6 +1868,7 @@ convert_to_religion_interaction = {
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}
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}
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}
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NOT = { scope:actor = { government_has_flag = government_is_landless_minority } }
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}
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is_valid_showing_failures_only = {
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@ -1954,6 +1956,7 @@ convert_to_religion_adventurer_interaction = {
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}
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}
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}
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NOT = { scope:actor = { government_has_flag = government_is_landless_minority } }
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}
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is_valid_showing_failures_only = {
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592
common/decisions/10_culture_conversion_decisions.txt
Normal file
592
common/decisions/10_culture_conversion_decisions.txt
Normal file
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@ -0,0 +1,592 @@
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### Convert to Local Culture ###
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convert_to_local_culture_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/decision_realm.dds"
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}
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desc = convert_to_local_culture_decision_desc
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selection_tooltip = convert_to_local_culture_decision_tooltip
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is_shown = {
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is_playable_character = yes
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primary_title.tier > tier_barony
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culture != capital_province.culture
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NAND = {
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is_ai = yes
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OR = {
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has_character_flag = converted_culture_this_lifetime
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has_character_flag = converted_culture_this_lifetime_ai
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}
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}
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NOT = { government_has_flag = government_is_landless_minority }
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}
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is_valid_showing_failures_only = {
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is_physically_able_adult = yes
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is_at_war = no
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custom_description = {
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text = can_only_change_culture_once
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NOT = { has_character_flag = converted_culture_this_lifetime }
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}
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}
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cost = {
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prestige = {
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value = convert_to_local_culture_base_cost
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if = { # Cheaper to convert to a hybrid culture made from your culture
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limit = {
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capital_province.culture = {
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any_parent_culture = {
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this = root.culture
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}
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}
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}
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multiply = 0.5
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}
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# Similarities in culture
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if = {
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limit = {
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capital_province.culture = {
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has_same_culture_ethos = root.culture
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}
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}
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multiply = 0.75
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}
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if = {
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limit = {
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capital_province.culture = {
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has_same_culture_heritage = root.culture
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}
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}
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multiply = 0.75
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}
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if = {
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limit = {
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capital_province.culture = {
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has_same_culture_language = root.culture
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}
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}
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multiply = 0.5
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}
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if = {
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limit = {
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NOT = {
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capital_province.culture = {
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has_same_culture_martial_tradition = root.culture
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}
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}
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}
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multiply = 1.25
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}
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if = {
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limit = {
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culture = {
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has_cultural_parameter = expensive_convert_to_local_culture
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}
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}
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multiply = 3
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}
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if = {
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limit = {
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culture = {
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has_cultural_parameter = cheaper_convert_to_local_culture
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}
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}
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multiply = 0.25
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}
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else_if = {
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limit = {
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NOT = {
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government_has_flag = government_is_nomadic
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}
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has_trait = nomadic_philosophy
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}
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multiply = 0.25
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}
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# Account for struggle phase.
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if = {
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limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
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multiply = 0.25
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}
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# Make sure it's never dumb numbers.
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min = 25
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}
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}
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effect = {
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if = {
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limit = {
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culture = {
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has_cultural_parameter = less_likely_to_culture_convert
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}
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OR = {
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has_trait = compassionate
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has_trait = gregarious
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has_trait = diligent
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has_trait = fickle
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has_trait = humble
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has_trait = trusting
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}
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}
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add_stress = medium_stress_gain
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}
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else_if = {
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limit = {
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culture = {
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has_cultural_parameter = less_likely_to_culture_convert
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}
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}
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add_stress = major_stress_gain
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}
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# Struggle Catalysts
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if = {
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limit = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_convert_local_culture_faith
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is_culture_involved_in_struggle = root.capital_province.culture
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}
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}
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_convert_local_culture_faith
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character = root
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}
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}
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}
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convert_family_culture_and_notify_vassals_effect = {
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CONVERTER = root
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OLD_CULTURE = root.culture
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NEW_CULTURE = capital_province.culture
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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 = 60
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duchy = 60
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kingdom = 60
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empire = 60
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hegemony = 60
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}
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ai_potential = {
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is_playable_character = yes
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culture != capital_province.culture
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is_landless_adventurer = no
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}
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ai_will_do = {
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base = 3
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modifier = { # If your liege is the same culture as your capital, better get on with it! This should combat scattered wrong-culture Counts and such.
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add = 77
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capital_province.culture = liege.culture
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}
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modifier = { # Motivate vassals to assimilate if they are different culture from their liege. If they can't curry their liege's favor, better get the peasants on your side at least...
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add = 27
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NOR = {
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culture = capital_province.culture
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culture = liege.culture
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}
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}
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# Reduced chance for every vassal who has your old culture
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modifier = {
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factor = {
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value = 1
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every_vassal = {
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limit = {
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OR = {
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highest_held_title_tier = tier_kingdom
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highest_held_title_tier = tier_duchy
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AND = {
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root = {
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highest_held_title_tier = tier_duchy
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}
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primary_title.tier = tier_county
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}
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}
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culture = root.culture
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}
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add = -0.3
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}
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}
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}
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modifier = { # This factor 0 is not misplaced; Loyal Subjects should not culture convert unless it's to a hybrid!
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factor = 0
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top_liege != this
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exists = liege
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culture != liege.culture
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culture = {
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has_cultural_tradition = tradition_loyal_soldiers
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}
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}
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modifier = { # You're an independent count that has become landed somewhere, as you can't increase acceptance, it's best to assimilate.
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add = 200
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top_liege = this
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primary_title.tier = tier_county
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domain_size <= 3
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culture = {
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NOR = {
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has_cultural_parameter = easier_to_hybridize # Not for hybrid-loving cultures
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has_cultural_parameter = expensive_convert_to_local_culture # Nor staunch traditionalists
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}
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cultural_acceptance = { target = root.capital_province.culture value < 50 }
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}
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}
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modifier = { # Do convert to hybrids of your own culture
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add = 200
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capital_province.culture = {
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is_hybrid_culture = yes
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any_parent_culture = {
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this = root.culture
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}
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}
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}
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modifier = { # Farewell, norse culture (unless the player is running a norse empire)
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add = 200
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OR = {
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top_liege = this
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AND = {
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top_liege != this
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NOT = {
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any_liege_or_above = {
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culture = culture:norse
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}
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}
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}
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}
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culture = culture:norse
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capital_province.culture = {
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OR = {
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this = culture:swedish
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this = culture:norwegian
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this = culture:danish
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}
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}
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}
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modifier = { # Iberian Struggle modifiers
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any_character_struggle = {
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involvement = involved
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}
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add = {
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value = 0
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if = {
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limit = {
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any_character_struggle = {
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phase_has_catalyst = catalyst_convert_local_culture_faith
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}
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has_character_flag = agenda_towards_escalation
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}
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add = -300
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}
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else_if = { # Slight boost, so players can't exploit landing lots of characters to bump catalyst progress
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limit = {
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any_character_struggle = {
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phase_has_catalyst = catalyst_convert_local_culture_faith
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}
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}
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add = 20
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}
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}
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}
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modifier = { # If you're the same culture as your liege, and your Capital is in a Duchy with your culture in it, never convert
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factor = 0
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top_liege != this
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exists = liege
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culture = liege.culture
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capital_province.duchy = {
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any_in_de_jure_hierarchy = {
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tier = tier_county
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any_county_province = {
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culture = root.culture
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}
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}
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}
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}
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modifier = { # If your capital borders a province with the correct culture, do not convert
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factor = 0
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top_liege != this
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exists = liege
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culture = liege.culture
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capital_province.county = {
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any_neighboring_county = {
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any_county_province = {
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culture = root.culture
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}
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}
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}
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}
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modifier = { # If your liege is your parent, do not convert
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factor = 0
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top_liege != this
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exists = liege
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culture = liege.culture
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OR = {
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liege = root.mother
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liege = root.father
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}
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}
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# Some cultures should not assimilate to certain others
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modifier = {
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factor = 0
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has_culture = culture:andalusian
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capital_province = {
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culture = { has_cultural_pillar = heritage_iberian }
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}
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NOT = {
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capital_province = {
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culture = {
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is_hybrid_culture = yes
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any_parent_culture_or_above = {
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this = root.culture
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}
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}
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}
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}
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}
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modifier = {
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factor = 0
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culture = { has_cultural_pillar = heritage_iberian }
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capital_province.culture = culture:andalusian
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}
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# Don't overwrite historically scripted developments
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modifier = {
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factor = 0
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OR = {
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has_culture = culture:norman
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has_culture = culture:english
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}
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capital_province.culture = culture:anglo_saxon
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}
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modifier = {
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factor = 0
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has_culture = culture:turkish
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capital_province = {
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culture = {
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OR = {
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has_cultural_pillar = heritage_byzantine
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has_cultural_pillar = heritage_caucasian
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}
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}
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}
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NOT = {
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capital_province = {
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culture = {
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is_hybrid_culture = yes
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any_parent_culture_or_above = {
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this = root.culture
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}
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}
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}
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}
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}
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modifier = {
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factor = 0
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has_culture = culture:turkish
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primary_title.tier >= tier_empire
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}
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modifier = {
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factor = 0
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OR = {
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has_title = title:k_jerusalem
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has_title = title:e_outremer
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any_liege_or_above = {
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OR = {
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has_title = title:k_jerusalem
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has_title = title:e_outremer
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}
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}
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}
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NOR = {
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capital_province = { # Convert to Hybrids of your culture in the Holy Land
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culture = {
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is_hybrid_culture = yes
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any_parent_culture_or_above = {
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this = root.culture
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}
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}
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}
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AND = {
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top_liege != this
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exists = liege
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capital_province.culture = liege.culture
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}
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}
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}
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modifier = {
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factor = 0
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has_title = title:e_latin_empire
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NOT = {
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capital_province = {
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culture = {
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is_hybrid_culture = yes
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any_parent_culture_or_above = {
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this = root.culture
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}
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}
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}
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}
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}
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# Scots needs a bit of help to dominate as it did historically
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modifier = {
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factor = 0
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has_culture = culture:scottish
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capital_province.culture = culture:gaelic
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}
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# Pictish should usually disappear
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modifier = {
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factor = 0
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has_culture = culture:gaelic
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capital_province.culture = culture:pictish
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}
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# Don't go back on a previous conversion
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modifier = {
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factor = 0
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has_character_flag = converted_culture_this_lifetime
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}
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#Some traditions reeeallly don't like doing this
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modifier = {
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factor = 0.1
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culture = {
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OR = {
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has_cultural_parameter = less_likely_to_culture_convert
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has_cultural_parameter = expensive_convert_to_local_culture
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}
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}
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}
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}
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}
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### Have the Realm Embrace Local Traditions ###
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assimilate_local_traditions_decision = {
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picture = {
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reference = "gfx/interface/illustrations/decisions/fp1_decision_raise_runestone.dds"
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}
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sort_order = 75
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desc = assimilate_local_traditions_decision_desc
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selection_tooltip = assimilate_local_traditions_decision_tooltip
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is_shown = {
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culture = culture:norse
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is_landed = yes
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primary_title.tier > tier_barony
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culture != capital_province.culture
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NAND = {
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is_ai = yes
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OR = {
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has_character_flag = converted_culture_this_lifetime
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has_character_flag = converted_culture_this_lifetime_ai
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}
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}
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}
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is_valid_showing_failures_only = {
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top_liege = this
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is_physically_able_adult = yes
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is_at_war = no
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custom_description = {
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text = can_only_change_culture_once
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NOT = { has_character_flag = converted_culture_this_lifetime }
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}
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capital_province = {
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NOT = {
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geographical_region = world_europe_north
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}
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}
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}
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cost = {
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prestige = {
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value = 300
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if = {
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limit = {
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is_ai = yes
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capital_province = {
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geographical_region = world_europe_east
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}
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}
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multiply = 0
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}
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# Account for struggle phase.
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if = {
|
||||
limit = { is_struggle_parameter_active_cheaper_to_convert_to_struggle_culture_trigger = yes }
|
||||
multiply = 0.25
|
||||
}
|
||||
|
||||
# Make sure it's never dumb numbers.
|
||||
min = 25
|
||||
}
|
||||
}
|
||||
|
||||
effect = {
|
||||
norse_assimilate_local_traditions_effect = {
|
||||
CONVERTER = root
|
||||
OLD_CULTURE = root.culture
|
||||
OLD_FAITH = root.faith
|
||||
NEW_CULTURE = capital_province.culture
|
||||
NEW_FAITH = capital_province.faith
|
||||
}
|
||||
}
|
||||
|
||||
ai_check_interval_by_tier = {
|
||||
barony = 0
|
||||
county = 60
|
||||
duchy = 60
|
||||
kingdom = 60
|
||||
empire = 60
|
||||
hegemony = 60
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
culture = culture:norse
|
||||
is_playable_character = yes
|
||||
culture != capital_province.culture
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
|
||||
# Don't do it too early
|
||||
modifier = {
|
||||
factor = 0
|
||||
NOT = {
|
||||
primary_title.title_held_years > 30
|
||||
}
|
||||
}
|
||||
|
||||
# Don't do it if you're zealous
|
||||
modifier = {
|
||||
factor = 0
|
||||
has_trait = zealous
|
||||
capital_province.faith != root.faith
|
||||
}
|
||||
|
||||
# Historical Exceptions
|
||||
modifier = {
|
||||
add = 100
|
||||
capital_province = {
|
||||
geographical_region = world_europe_east
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -599,6 +599,7 @@ landless_minority_government = {
|
|||
|
||||
# Use flags instead of has_government for moddability if possible (i.e., wherever not visible to the player).
|
||||
flags = {
|
||||
landless_can_be_vassalised
|
||||
government_is_landless_minority
|
||||
has_unique_government_perks
|
||||
}
|
||||
|
|
|
|||
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
1787
common/scripted_triggers/07_ep3_triggers.txt
Normal file
File diff suppressed because it is too large
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