Various Minor Fixes Relating to herder in Peasant Gov
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23 changed files with 49535 additions and 38 deletions
789
common/character_interactions/00_gift.txt
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789
common/character_interactions/00_gift.txt
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#Give characters money to improve their opinion of you
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gift_interaction = {
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icon = icon_gold
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category = interaction_category_friendly
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common_interaction = yes
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interface_priority = 65
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desc = gift_interaction_desc
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greeting = positive
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notification_text = SEND_GIFT_PROPOSAL
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answer_accept_key = SEND_GIFT_ACCEPT
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answer_reject_key = SEND_GIFT_REJECT
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ai_targets = {
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ai_recipients = scripted_relations
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ai_recipients = liege
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ai_recipients = head_of_faith
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}
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ai_targets = {
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ai_recipients = neighboring_rulers
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ai_recipients = peer_vassals
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max = 10
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}
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ai_targets = {
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ai_recipients = vassals
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max = 10
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}
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ai_target_quick_trigger = {
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adult = yes
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}
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ai_frequency_by_tier = {
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barony = 120
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county = 60
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duchy = 60
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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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is_shown = {
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scope:recipient != scope:actor
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# Prioritize paying back loans first
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scope:actor = {
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trigger_if = {
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limit = {
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exists = var:loan_amount_owed
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exists = var:loan_holder
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}
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NOT = { var:loan_holder = scope:recipient }
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}
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}
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}
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is_highlighted = {
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scope:recipient = {
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OR = {
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house ?= {
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OR = {
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is_dominant_family = yes
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is_powerful_family = yes
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}
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}
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}
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}
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}
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highlighted_reason = HIGHLIGHTED_FAMILY_RATING
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is_valid_showing_failures_only = {
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scope:actor.gold >= gift_value
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scope:recipient = {
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NOT = { is_imprisoned_by = scope:actor }
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}
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}
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on_auto_accept = {
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scope:recipient = {
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trigger_event = char_interaction.0100
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}
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}
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on_accept = {
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scope:recipient = {
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# Verify that they could become friend
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if = {
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limit = {
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NAND = {
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has_relation_friend = scope:actor
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has_relation_lover = scope:actor
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has_relation_soulmate = scope:actor
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has_relation_best_friend = scope:actor
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}
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}
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gifting_leads_towards_friendship_effect = yes
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}
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}
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# HOUSE RELATIONS
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if = {
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limit = {
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scope:actor = {
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is_house_head = yes
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}
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scope:recipient = {
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is_house_head = yes
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NOT = {
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has_opinion_modifier = {
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target = scope:actor
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modifier = gift_opinion
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}
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}
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}
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}
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scope:recipient.house = {
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change_house_relation_effect = {
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HOUSE = scope:actor.house
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VALUE = house_relation_improve_medium_value
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REASON = sent_a_gift
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CHAR = scope:actor
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TARGET_CHAR = scope:recipient
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TITLE = scope:dummy_gender
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}
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}
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}
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scope:actor = {
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# Warning for multiple gifts
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if = {
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limit = {
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scope:recipient = {
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has_opinion_modifier = {
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target = scope:actor
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modifier = gift_opinion
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}
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}
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}
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custom_tooltip = ALREADY_SENT_GIFT_WARNING
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}
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send_interface_message = {
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type = event_gold_neutral
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title = gift_interaction_notification
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right_icon = scope:recipient
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pay_short_term_gold = {
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gold = gift_value
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target = scope:recipient
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}
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stress_impact = {
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greedy = medium_stress_impact_gain
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}
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if = {
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limit = {
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scope:recipient = {
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NOT = {
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is_heir_of = scope:actor
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}
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}
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}
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stress_impact = {
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generous = medium_stress_impact_loss
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}
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}
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#FP3 Tenet Communal Possessions Perk - piety gain for gift giving.
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if = {
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limit = {
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scope:actor = {
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faith = {
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has_doctrine_parameter = piety_from_gifts_active
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}
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}
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}
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scope:actor = {
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add_piety = minor_piety_gain
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}
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}
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# Check if the target already has been sent a gift or not. If not, apply the following effects
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if = {
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limit = {
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NOT = {
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scope:recipient = {
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has_opinion_modifier = {
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target = scope:actor
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modifier = gift_opinion
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}
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}
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}
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}
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# Struggle Catalyst
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if = {
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limit = {
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scope:actor = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_gift_independent_ruler
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activate_struggle_catalyst_secondary_character_involvement_involved_trigger = {
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CATALYST = catalyst_gift_independent_ruler
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CHAR = scope:recipient
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}
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}
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}
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}
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hidden_effect = {
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scope:actor = {
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every_character_struggle = {
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involvement = involved
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limit = { phase_has_catalyst = catalyst_gift_independent_ruler }
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activate_struggle_catalyst = {
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catalyst = catalyst_gift_independent_ruler
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character = scope:actor
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}
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}
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}
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}
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}
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if = {
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limit = {
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fp3_struggle_involves_one_supporter_and_one_detractor = {
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FIRST = scope:actor
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SECOND = scope:recipient
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}
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scope:actor = {
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any_character_struggle = {
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#involvement = involved
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activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
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CATALYST = catalyst_gift_supporter_detractor_ruler
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CHAR = scope:recipient
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}
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}
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}
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}
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hidden_effect = {
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scope:actor = {
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every_character_struggle = {
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#involvement = involved
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limit = {
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activate_struggle_catalyst_secondary_character_involvement_either_trigger = {
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CATALYST = catalyst_gift_supporter_detractor_ruler
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CHAR = scope:recipient
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}
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}
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activate_struggle_catalyst = {
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catalyst = catalyst_gift_supporter_detractor_ruler
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character = scope:actor
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}
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log_debug_variable_for_persian_struggle_effect = { VAR = concession_catalyst_gift_supporter_detractor_ruler }
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}
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}
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}
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}
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# FP2 Urbanism Legacy Perk 2: increase cultural acceptance when gifting a republican vassal
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if = {
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limit = {
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scope:actor = {
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dynasty ?= { has_dynasty_perk = fp2_urbanism_legacy_4 }
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}
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scope:recipient = {
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AND = {
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is_vassal_of = scope:actor
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government_has_flag = government_is_republic
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}
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}
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scope:actor.culture != scope:recipient.capital_province.county.culture
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}
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scope:recipient.capital_province.county.culture = {
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change_cultural_acceptance = {
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target = scope:actor.culture
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value = {
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value = 20
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multiply = scope:recipient.capital_province.county.development_level
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divide = 100
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}
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desc = cultural_acceptance_gain_gift_dynasty_perk
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}
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}
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}
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}
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# Let's apply the opinion modifier last, as to apply everything else correctly first
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scope:recipient = {
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add_opinion = {
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target = scope:actor
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modifier = gift_opinion
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opinion = send_gift_opinion
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}
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}
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}
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if = { # for tutorial purposes
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limit = {
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is_ai = no
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scope:recipient = { is_child_of = scope:actor }
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}
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add_character_flag = {
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flag = tutorial_sent_gift
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days = 200
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}
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}
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#Influence gain between admin rulers
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if = {
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limit = {
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is_ruler = yes
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government_allows = administrative
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scope:recipient = {
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is_ruler = yes
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government_allows = administrative
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any_held_title = {
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is_noble_family_title = yes
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}
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}
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}
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if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_dominant_family = yes
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}
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this = scope:actor.top_liege
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}
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influence_level >= 5
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 8
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}
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}
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else_if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_dominant_family = yes
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}
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this = scope:actor.top_liege
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}
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influence_level >= 3
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 7
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}
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}
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else_if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_dominant_family = yes
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}
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this = scope:actor.top_liege
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}
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 6
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}
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}
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else_if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_powerful_family = yes
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}
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this = scope:actor.top_liege
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}
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influence_level >= 5
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 6
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}
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}
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else_if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_powerful_family = yes
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}
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this = scope:actor.top_liege
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}
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influence_level >= 3
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 5
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}
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}
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else_if = {
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limit = {
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scope:recipient = {
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OR = {
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house = {
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is_powerful_family = yes
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}
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this = scope:actor.top_liege
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}
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}
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 4
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}
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}
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else_if = {
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limit = {
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scope:recipient = { influence_level >= 5 }
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 3
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}
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}
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else_if = {
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limit = {
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scope:recipient = { influence_level >= 3 }
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}
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change_influence = {
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value = miniscule_influence_gain
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multiply = 2
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}
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}
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else = {
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change_influence = miniscule_influence_gain
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}
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}
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}
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}
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ai_accept = {
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base = 0
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modifier = {
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add = 100
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desc = GOLD_REASON
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}
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# Struggle motive
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modifier = {
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desc = AI_STRUGGLE_INTENT
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scope:recipient = {
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top_liege = this
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any_character_struggle = {
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involvement = involved
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}
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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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scope:recipient = {
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any_character_struggle = {
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phase_has_catalyst = catalyst_gift_independent_ruler
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}
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has_character_flag = agenda_towards_escalation
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}
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}
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add = -100
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}
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else_if = {
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limit = {
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scope:recipient = {
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any_character_struggle = {
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phase_has_catalyst = catalyst_gift_independent_ruler
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}
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}
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}
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add = 200
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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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is_available_at_peace_ai_adult = yes
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ai_greed < medium_positive_ai_value
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short_term_gold >= gift_interaction_cutoff
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NOT = {
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has_trait = greedy
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}
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NOT = { has_variable = conqueror }
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ai_should_focus_on_building_in_their_capital = no
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}
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auto_accept = {
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custom_description = {
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text = auto_accept_interaction_ai
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object = scope:recipient
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scope:recipient = {
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is_ai = yes
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}
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}
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}
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ai_min_reply_days = 1
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ai_max_reply_days = 1
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ai_will_do = {
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base = 100
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modifier = { # Do not send double-gifts
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factor = 0
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scope:recipient = {
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has_opinion_modifier = {
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target = scope:actor
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modifier = gift_opinion
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}
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}
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}
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modifier = { # Basic Filtering
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factor = 0
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scope:recipient = {
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NOR = {
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AND = { # Bankrupt lovers, friends and a bankrupt liege should be considered
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OR = {
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scope:actor = {
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any_liege_or_above = {
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this = scope:recipient
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}
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}
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has_secret_relation_lover = scope:actor
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has_relation_lover = scope:actor
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has_relation_soulmate = scope:actor
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has_relation_friend = scope:actor
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has_relation_best_friend = scope:actor
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}
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gold < 0
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}
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AND = { # Generous characters will give gifts to their friends/lovers
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is_ruler = yes
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OR = {
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has_secret_relation_lover = scope:actor
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has_relation_lover = scope:actor
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has_relation_soulmate = scope:actor
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has_relation_friend = scope:actor
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has_relation_best_friend = scope:actor
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}
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scope:actor = {
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OR = {
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ai_greed <= high_negative_ai_value
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AND = {
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ai_greed < 0
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culture = {
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has_cultural_parameter = gives_more_gifts
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}
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}
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}
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}
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}
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AND = { # Characters with the Generous Cultural Tradition will give gifts to more people
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is_ruler = yes
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OR = {
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is_allied_to = scope:actor
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is_close_or_extended_family_of = scope:actor
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}
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scope:actor = {
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ai_greed < 0
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culture = {
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has_cultural_parameter = gives_more_gifts
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}
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}
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}
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AND = { # Characters with the loyal trait more likely to give gifts to friends/lieges
|
||||
OR = {
|
||||
scope:actor.liege ?= this
|
||||
has_relation_friend = scope:actor
|
||||
has_relation_best_friend = scope:actor
|
||||
is_allied_to = scope:actor
|
||||
is_close_or_extended_family_of = scope:actor
|
||||
}
|
||||
scope:actor = {
|
||||
ai_greed <= 0
|
||||
has_trait = loyal
|
||||
}
|
||||
}
|
||||
AND = { # Zealous characters want to support the defending side in GHW's
|
||||
gold < 200
|
||||
any_character_war = {
|
||||
OR = {
|
||||
using_cb = undirected_great_holy_war
|
||||
using_cb = directed_great_holy_war
|
||||
}
|
||||
primary_defender = scope:recipient
|
||||
}
|
||||
scope:actor = {
|
||||
ai_zeal >= 50
|
||||
}
|
||||
}
|
||||
AND = { # Powerful vassals should be considered
|
||||
is_powerful_vassal_of = scope:actor
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value < 0
|
||||
}
|
||||
NOT ={
|
||||
has_opinion_modifier = {
|
||||
target = scope:actor
|
||||
modifier = gift_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = { # Factioneering vassals should be considered
|
||||
is_vassal_of = scope:actor
|
||||
is_a_faction_member = yes
|
||||
NOT ={
|
||||
has_opinion_modifier = {
|
||||
target = scope:actor
|
||||
modifier = gift_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = { # Realm Priests should be considered
|
||||
scope:actor = {
|
||||
faith = { has_doctrine = doctrine_theocracy_temporal }
|
||||
exists = cp:councillor_court_chaplain
|
||||
cp:councillor_court_chaplain = scope:recipient
|
||||
}
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value <= 25
|
||||
}
|
||||
NOT = {
|
||||
has_opinion_modifier = {
|
||||
target = scope:actor
|
||||
modifier = gift_opinion
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = { # Rulers at war with your rivals deserve gold if they're bankrupt
|
||||
gold < 0
|
||||
is_at_war = yes
|
||||
any_war_enemy = {
|
||||
has_relation_rival = scope:actor
|
||||
}
|
||||
}
|
||||
AND = { # Independent ruler within the struggle should be considered
|
||||
any_character_struggle = {
|
||||
phase_has_catalyst = catalyst_gift_independent_ruler
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Struggle
|
||||
modifier = {
|
||||
scope:recipient = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_gift_independent_ruler
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
any_character_struggle = {
|
||||
involvement = involved
|
||||
phase_has_catalyst = catalyst_gift_independent_ruler
|
||||
}
|
||||
NOT = {
|
||||
has_relation_rival = scope:recipient
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 0
|
||||
if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
has_character_flag = agenda_towards_escalation
|
||||
}
|
||||
}
|
||||
add = -100
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
has_character_flag = agenda_towards_deescalation
|
||||
}
|
||||
scope:recipient = {
|
||||
has_character_flag = agenda_towards_deescalation
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 150
|
||||
if = {
|
||||
limit = { scope:recipient = { is_ai = no} }
|
||||
add = 150 # higher for human player to Prioritize them
|
||||
}
|
||||
# Then lower the intent depending on the gold reserve
|
||||
# Base value applied if the AI has 3x the gold cutoff
|
||||
multiply = {
|
||||
value = short_term_gold
|
||||
divide = {
|
||||
value = gift_interaction_cutoff
|
||||
multiply = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
scope:actor = {
|
||||
has_character_flag = agenda_towards_deescalation
|
||||
}
|
||||
}
|
||||
add = {
|
||||
value = 25
|
||||
if = {
|
||||
limit = { scope:recipient = { is_ai = no} }
|
||||
add = 150 # higher for human player to Prioritize them
|
||||
}
|
||||
# Then lower the intent depending on the gold reserve
|
||||
# Base value applied if the AI has 3x the gold cutoff
|
||||
multiply = {
|
||||
value = short_term_gold
|
||||
divide = {
|
||||
value = gift_interaction_cutoff
|
||||
multiply = 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
scope:recipient = {
|
||||
opinion = {
|
||||
target = scope:actor
|
||||
value < 0
|
||||
}
|
||||
NAND = {
|
||||
is_vassal_of = scope:actor
|
||||
scope:actor = {
|
||||
ai_rationality > 50
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
add = 100
|
||||
scope:actor = {
|
||||
is_at_war = no
|
||||
has_trait = fp3_struggle_supporter
|
||||
any_character_struggle = { is_struggle_type = persian_struggle }
|
||||
}
|
||||
scope:recipient = {
|
||||
title:d_sunni.holder ?= this
|
||||
gold < 0
|
||||
}
|
||||
}
|
||||
|
||||
# Nomads are slightly less likely to do this since they'd prefer to send Herd instead
|
||||
modifier = {
|
||||
add = -10
|
||||
scope:actor = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
scope:recipient = {
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 0.1
|
||||
scope:recipient = {
|
||||
has_relation_rival = scope:actor
|
||||
}
|
||||
}
|
||||
|
||||
modifier = {
|
||||
factor = 2
|
||||
scope:actor.house.house_confederation ?= {
|
||||
has_cohesion_level_parameter = bloc_members_send_leader_gifts
|
||||
leading_house.house_head ?= scope:recipient
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue