Various Minor Fixes Relating to herder in Peasant Gov
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parent
e09b8834c9
commit
552de94e9f
23 changed files with 49535 additions and 38 deletions
948
common/character_interactions/00_tribal_interactions.txt
Normal file
948
common/character_interactions/00_tribal_interactions.txt
Normal file
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@ -0,0 +1,948 @@
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feudalize_holding_interaction = {
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category = interaction_category_uncategorized
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hidden = yes
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special_interaction = feudalize_holding
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desc = feudalize_holding_interaction_desc
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target_type = title
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target_filter = actor_domain_titles
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auto_accept = yes
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is_shown = {
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scope:actor = {
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this = scope:recipient
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_true_herder
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}
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}
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}
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can_be_picked_title = {
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scope:target = {
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holder = scope:actor
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is_capital_barony = no # we'll use the county in that case
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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OR = {
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has_holding_type = tribal_holding
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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trigger_else = {
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custom_description = {
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text = "feudalize_holding_interaction_title_not_county_or_below"
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always = no
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}
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}
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}
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}
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has_valid_target_showing_failures_only = {
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scope:target = {
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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barony_controller = scope:actor
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has_ongoing_construction = no
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}
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}
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}
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}
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cost = {
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treasury_or_gold = {
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scope:actor = {
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if = {
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limit = {
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scope:target.county = {
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has_variable = was_razed
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}
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}
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add = {
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value = 50
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desc = BASE
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}
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}
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else_if = {
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limit = {
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scope:target.county = {
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culture = scope:actor.culture
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}
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}
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add = {
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value = 200
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desc = BASE
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}
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}
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else = {
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add = {
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value = feudalize_holding_interaction_cost
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desc = BASE
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}
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}
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if = {
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limit = { # More expensive for admin to make barbarians civilized...
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government_has_flag = government_is_administrative
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}
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add = {
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value = feudalize_holding_interaction_cost
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multiply = 0.25
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desc = has_admin_government
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}
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if = {
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limit = { # Admin get a bonus for high bureaucracy levels
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OR = {
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has_realm_law = imperial_bureaucracy_2
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has_realm_law = imperial_bureaucracy_3
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}
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}
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subtract = {
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value = feudalize_holding_interaction_cost
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multiply = {
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value = 0.1
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if = {
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limit = {
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has_realm_law = imperial_bureaucracy_3
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}
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add = 0.15
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}
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}
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desc = imperial_bureaucracy
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}
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}
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}
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}
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_good
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title = feudalize_holding_interaction_notification
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right_icon = scope:actor
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if = {
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limit = {
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scope:target.title_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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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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OR = {
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scope:target.county.culture = scope:actor.culture
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scope:target.county = { has_variable = was_razed }
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}
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}
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}
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else_if = {
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limit = {
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OR = {
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government_has_flag = government_is_tribal
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scope:target.county.culture = { has_same_culture_heritage = scope:actor.culture }
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}
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}
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scope:target.county = {
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add_county_modifier = {
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modifier = mpo_feudalize_nomadic_land_modifier
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years = 5
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}
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}
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}
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else = {
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scope:target.county = {
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add_county_modifier = {
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modifier = mpo_feudalize_nomadic_land_modifier
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years = 30
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}
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}
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}
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# SILK ROAD
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scope:target = {
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tgp_silk_road_feudalize_holding_effect = yes
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}
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}
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if = {
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limit = { exists = scope:target.title_province }
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scope:target.title_province = {
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set_holding_type = castle_holding
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}
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}
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if = {
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limit = {
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scope:target = {
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title_province = {
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geographical_region = geographical_region:mpo_region_permafrost
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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:target = { has_county_modifier = mpo_siberian_permafrost_modifier }
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}
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scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier }
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}
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else_if = {
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limit = {
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scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
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}
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scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier_bad }
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}
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}
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}
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}
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}
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# Interaction frequency determined by code, do not change
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ai_frequency = 0
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# Used to determine which holding should be feudalized over another AND how important this AI goal is compared to others, like creating titles and constructing new holdings
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ai_will_do = {
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base = 1500
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}
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}
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tribalize_holding_interaction = {
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category = interaction_category_uncategorized
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hidden = yes
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special_interaction = tribalize_holding
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desc = tribalize_holding_interaction_desc
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target_type = title
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target_filter = actor_domain_titles
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auto_accept = yes
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is_shown = {
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scope:actor = {
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this = scope:recipient
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government_has_flag = government_is_tribal
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}
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}
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can_be_picked_title = {
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scope:target = {
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holder = scope:actor
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is_capital_barony = no # we'll use the county in that case
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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OR = {
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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trigger_else = {
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custom_description = {
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text = "feudalize_holding_interaction_title_not_county_or_below"
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always = no
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}
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}
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}
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}
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has_valid_target_showing_failures_only = {
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scope:target = {
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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barony_controller = scope:actor
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has_ongoing_construction = no
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}
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}
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}
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}
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cost = {
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gold = {
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scope:actor = {
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if = {
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limit = {
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scope:target.county = {
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has_variable = was_razed
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}
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}
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add = {
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value = 15
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desc = BASE
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}
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}
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else = {
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add = {
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value = 50
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desc = BASE
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}
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}
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}
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}
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prestige = {
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scope:actor = {
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if = {
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limit = {
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scope:target.county = {
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has_variable = was_razed
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}
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}
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add = {
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value = 25
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desc = BASE
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}
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}
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else_if = {
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limit = {
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scope:target.county.culture = scope:actor.culture
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}
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add = {
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value = 50
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desc = BASE
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}
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}
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else_if = {
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limit = {
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scope:target.county.culture = { has_same_culture_heritage = scope:actor.culture }
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}
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add = {
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value = 100
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desc = BASE
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}
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}
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else = {
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add = {
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value = 300
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desc = BASE
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}
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}
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}
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}
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}
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on_accept = {
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_good
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title = feudalize_holding_interaction_notification
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right_icon = scope:actor
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if = {
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limit = {
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OR = {
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scope:target.county.culture = scope:actor.culture
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scope:target.county = {
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has_variable = was_razed
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}
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}
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}
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}
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else = {
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scope:target.county = {
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add_county_modifier = {
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modifier = mpo_feudalize_nomadic_land_modifier
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years = 5
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}
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}
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}
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if = {
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limit = { exists = scope:target.title_province }
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scope:target.title_province = {
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set_holding_type = tribal_holding
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}
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}
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if = {
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limit = {
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scope:target = {
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title_province = {
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geographical_region = geographical_region:mpo_region_permafrost
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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:target = { has_county_modifier = mpo_siberian_permafrost_modifier }
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}
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scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier }
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}
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else_if = {
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limit = {
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scope:target = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
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}
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scope:target = { remove_county_modifier = mpo_siberian_permafrost_modifier_bad }
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}
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}
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}
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}
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}
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# Interaction frequency determined by code, do not change
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ai_frequency = 0
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# Used to determine which holding should be feudalized over another AND how important this AI goal is compared to others, like creating titles and constructing new holdings
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ai_will_do = {
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base = 1500
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}
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}
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support_feudalize_tribal_holding_interaction = {
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category = interaction_category_vassal
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icon = request_funding_interaction
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desc = support_feudalize_tribal_holding_interaction_desc
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target_type = title
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target_filter = recipient_domain_titles
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auto_accept = yes
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is_shown = {
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scope:actor = {
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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}
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}
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scope:recipient = {
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target_is_liege_or_above = scope:actor
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NOR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_nomadic
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}
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this != scope:actor
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any_held_title = {
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tier <= tier_county
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title_province = {
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OR = {
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has_holding_type = tribal_holding
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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}
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}
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can_be_picked_title = {
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scope:target = {
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is_capital_barony = no # we'll use the county in that case
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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barony_controller = scope:recipient
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has_ongoing_construction = no
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}
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}
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}
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}
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has_valid_target_showing_failures_only = {
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scope:target = {
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trigger_if = {
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limit = { tier <= tier_county }
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title_province = {
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OR = {
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has_holding_type = tribal_holding
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has_holding_type = nomad_holding
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has_holding_type = herder_holding
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}
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}
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}
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trigger_else = {
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custom_description = {
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text = "feudalize_holding_interaction_title_not_county_or_below"
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always = no
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}
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}
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}
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}
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cost = {
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gold = {
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value = 0
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scope:actor = {
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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 = {
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value = feudalize_holding_interaction_cost
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desc = BASE
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}
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if = {
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limit = { # More expensive for admin to make these barbarians civilized...
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government_has_flag = government_is_administrative
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}
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add = {
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value = feudalize_holding_interaction_cost
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multiply = 0.25
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desc = has_admin_government
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}
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if = {
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limit = { # Admin get a bonus for high bureaucracy levels
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OR = {
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has_realm_law = imperial_bureaucracy_2
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has_realm_law = imperial_bureaucracy_3
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}
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}
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subtract = {
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value = feudalize_holding_interaction_cost
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multiply = {
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value = 0.1
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if = {
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limit = {
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has_realm_law = imperial_bureaucracy_3
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}
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add = 0.15
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}
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}
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desc = imperial_bureaucracy
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}
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}
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}
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}
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}
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}
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treasury = {
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value = 0
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scope:actor = {
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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 = {
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value = feudalize_holding_interaction_cost
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desc = BASE
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||||
}
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if = {
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limit = { # More expensive for admin to make these barbarians civilized...
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government_has_flag = government_is_administrative
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}
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add = {
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value = feudalize_holding_interaction_cost
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multiply = 0.25
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desc = has_admin_government
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}
|
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if = {
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limit = { # Admin get a bonus for high bureaucracy levels
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OR = {
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has_realm_law = imperial_bureaucracy_2
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has_realm_law = imperial_bureaucracy_3
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}
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}
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subtract = {
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value = feudalize_holding_interaction_cost
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multiply = {
|
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value = 0.1
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if = {
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limit = {
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has_realm_law = imperial_bureaucracy_3
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}
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add = 0.15
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}
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}
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desc = imperial_bureaucracy
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}
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}
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}
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}
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}
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}
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}
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is_highlighted = {
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# Highlight the interaction if we have the gold to spare
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scope:actor = {
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gold >= {
|
||||
value = feudalize_holding_interaction_cost
|
||||
if = {
|
||||
limit = { # More expensive for admin to convert these... Barbarians...
|
||||
government_has_flag = government_is_administrative
|
||||
}
|
||||
multiply = {
|
||||
value = 1.25
|
||||
desc = has_admin_government
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
scope:recipient = {
|
||||
# Add some opinion to make it worthwhile
|
||||
add_opinion = {
|
||||
target = scope:actor
|
||||
modifier = grateful_opinion
|
||||
opinion = 30
|
||||
}
|
||||
|
||||
if = {
|
||||
limit = {
|
||||
scope:target.title_province = {
|
||||
OR = {
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
scope:target.culture = scope:recipient.culture
|
||||
scope:target = { has_variable = was_razed }
|
||||
}
|
||||
}
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
OR = {
|
||||
government_has_flag = government_is_tribal
|
||||
scope:target.culture = { has_same_culture_heritage = scope:recipient.culture }
|
||||
}
|
||||
}
|
||||
scope:target = {
|
||||
add_county_modifier = {
|
||||
modifier = mpo_feudalize_nomadic_land_modifier
|
||||
years = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
else = {
|
||||
scope:target = {
|
||||
add_county_modifier = {
|
||||
modifier = mpo_feudalize_nomadic_land_modifier
|
||||
years = 30
|
||||
}
|
||||
}
|
||||
}
|
||||
# SILK ROAD
|
||||
scope:target = {
|
||||
tgp_silk_road_feudalize_holding_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
# Notify actor and recipient
|
||||
scope:actor = {
|
||||
if = { #Temple Citadel
|
||||
limit = { government_has_flag = government_is_mandala }
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = sanctified_holding_interaction_notification
|
||||
|
||||
left_icon = scope:actor
|
||||
right_icon = scope:target
|
||||
|
||||
if = {
|
||||
limit = { exists = scope:target.title_province }
|
||||
scope:target.title_province = {
|
||||
set_holding_type = temple_citadel_holding
|
||||
}
|
||||
}
|
||||
mandala_piety_gain_effect = { PIETY_AMOUNT = massive_piety_gain }
|
||||
add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = liege_sanctified_holding_interaction_notification
|
||||
|
||||
left_icon = scope:actor
|
||||
right_icon = scope:target
|
||||
|
||||
show_as_tooltip = {
|
||||
if = {
|
||||
limit = { exists = scope:target.title_province }
|
||||
scope:target.title_province = {
|
||||
set_holding_type = temple_citadel_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else = { #Castle
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = feudalize_holding_interaction_notification
|
||||
|
||||
left_icon = scope:actor
|
||||
right_icon = scope:target
|
||||
|
||||
if = {
|
||||
limit = { exists = scope:target.title_province }
|
||||
scope:target.title_province = {
|
||||
set_holding_type = castle_holding
|
||||
}
|
||||
}
|
||||
add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
|
||||
}
|
||||
hidden_effect = {
|
||||
scope:recipient = {
|
||||
send_interface_toast = {
|
||||
type = event_toast_effect_good
|
||||
title = liege_feudalized_holding_interaction_notification
|
||||
|
||||
left_icon = scope:actor
|
||||
right_icon = scope:target
|
||||
|
||||
show_as_tooltip = {
|
||||
if = {
|
||||
limit = { exists = scope:target.title_province }
|
||||
scope:target.title_province = {
|
||||
set_holding_type = castle_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:actor = {
|
||||
# If you are admin, you get some influence for your efforts
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_administrative }
|
||||
change_influence = medium_influence_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# The AI doesn't check this very often - So if they have more important expenses, they will put their gold to better use first.
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 72
|
||||
kingdom = 72
|
||||
empire = 72
|
||||
hegemony = 72
|
||||
}
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = vassals
|
||||
max = 10
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
# Some basic triggers
|
||||
is_at_war = no
|
||||
is_adult = yes
|
||||
# The AI only does this if they have plenty of gold to spare
|
||||
gold >= { value = feudalize_holding_interaction_cost multiply = 4 }
|
||||
# Warring AI don't do this - They want to spend their gold on war!
|
||||
ai_has_warlike_personality = no
|
||||
# Piety and Legitimacy, you say... ?
|
||||
ai_has_pious_builder_personality = yes
|
||||
NOT = { has_variable = conqueror }
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 25
|
||||
modifier = {
|
||||
scope:actor = { ai_has_economical_boom_personality = yes }
|
||||
add = 50
|
||||
}
|
||||
modifier = {
|
||||
scope:actor = { ai_has_pious_builder_personality = yes }
|
||||
add = 100
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
turn_subject_into_mandala_interaction = {
|
||||
category = interaction_category_vassal
|
||||
icon = icon_scheme_coerce_tributary
|
||||
|
||||
ai_maybe = yes
|
||||
ai_min_reply_days = 4
|
||||
ai_max_reply_days = 9
|
||||
can_send_despite_rejection = yes
|
||||
ai_accept_negotiation = yes
|
||||
popup_on_receive = yes
|
||||
common_interaction = no
|
||||
|
||||
interface_priority = 4
|
||||
|
||||
ai_targets = {
|
||||
ai_recipients = vassals
|
||||
}
|
||||
ai_target_quick_trigger = {
|
||||
adult = yes
|
||||
}
|
||||
ai_frequency_by_tier = {
|
||||
barony = 0
|
||||
county = 0
|
||||
duchy = 12
|
||||
kingdom = 12
|
||||
empire = 12
|
||||
hegemony = 12
|
||||
}
|
||||
|
||||
desc = turn_subject_into_mandala_interaction_desc
|
||||
|
||||
is_shown = {
|
||||
scope:actor = { government_has_flag = government_is_mandala }
|
||||
scope:recipient = {
|
||||
NOT = { government_has_flag = government_is_mandala }
|
||||
is_ai = yes
|
||||
highest_held_title_tier >= tier_county
|
||||
is_landed = yes
|
||||
is_ruler = yes
|
||||
OR = {
|
||||
liege = scope:actor
|
||||
AND = {
|
||||
overlord = scope:actor
|
||||
scope:actor = {
|
||||
has_realm_law_flag = can_convert_all_subjects_to_mandalas
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
cooldown_against_recipient = { years = 10 }
|
||||
|
||||
is_valid_showing_failures_only = {
|
||||
#Dharmic Mandalas require Dharmic converts
|
||||
#Reformed Pagan Mandalas require reformed faiths
|
||||
scope:actor.religion = {
|
||||
switch = {
|
||||
trigger = is_in_family
|
||||
rf_eastern = {
|
||||
scope:recipient.religion = {
|
||||
is_in_family = rf_eastern
|
||||
}
|
||||
}
|
||||
rf_pagan = {
|
||||
scope:recipient.faith = { NOT = { has_doctrine_parameter = unreformed } }
|
||||
scope:recipient.religion = {
|
||||
is_in_family = rf_pagan
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:recipient = {
|
||||
NOT = { has_strong_hook = scope:actor }
|
||||
is_at_war = no
|
||||
}
|
||||
scope:actor = { is_at_war = no }
|
||||
custom_tooltip = {
|
||||
text = cannot_take_overt_hostile_actions_against_diarch.tt
|
||||
NOT = { scope:recipient ?= scope:actor.diarch }
|
||||
}
|
||||
custom_tooltip = {
|
||||
text = head_of_faith_unable_to_change_government_desc
|
||||
NOT = {
|
||||
scope:recipient = { faith.religious_head ?= this }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#Spend piety
|
||||
send_option = {
|
||||
flag = piety
|
||||
is_valid = {
|
||||
scope:actor.piety >= piety_bribe_value
|
||||
}
|
||||
localization = PAY_PIETY
|
||||
current_description = {
|
||||
# Triggered desc so that we don't get a weird double tooltip.
|
||||
triggered_desc = {
|
||||
trigger = { scope:actor.piety >= piety_bribe_value }
|
||||
desc = SCHEME_AGENT_PIETY_VALID
|
||||
}
|
||||
}
|
||||
}
|
||||
#Use hook
|
||||
send_option = {
|
||||
is_valid = {
|
||||
scope:actor = { has_usable_hook = scope:recipient }
|
||||
}
|
||||
flag = hook
|
||||
localization = SCHEME_HOOK
|
||||
}
|
||||
should_use_extra_icon = {
|
||||
scope:actor = { has_usable_hook = scope:recipient }
|
||||
}
|
||||
extra_icon = "gfx/interface/icons/character_interactions/hook_icon.dds"
|
||||
|
||||
send_options_exclusive = no
|
||||
|
||||
auto_accept = {
|
||||
custom_description = {
|
||||
text = "spending_hook"
|
||||
subject = scope:actor
|
||||
object = scope:recipient
|
||||
scope:hook = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_send = {
|
||||
scope:recipient = {
|
||||
primary_title = { save_scope_as = demanded_mandala }
|
||||
trigger_event = {
|
||||
id = tgp_east_asia_interaction_events.1002
|
||||
days = 5
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
on_accept = {
|
||||
show_as_tooltip = {
|
||||
change_to_mandala_interaction_effect = yes
|
||||
}
|
||||
}
|
||||
|
||||
on_decline = {
|
||||
scope:recipient = { custom_tooltip = demand_mandala_interaction_vassal_refuses }
|
||||
}
|
||||
|
||||
ai_potential = {
|
||||
government_has_flag = government_is_mandala
|
||||
is_adult = yes
|
||||
}
|
||||
|
||||
ai_will_do = {
|
||||
base = 100
|
||||
modifier = {
|
||||
factor = 0
|
||||
scope:recipient = { highest_held_title_tier >= tier_county }
|
||||
gold >= 300
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
scope:recipient = { highest_held_title_tier >= tier_duchy }
|
||||
gold >= 600
|
||||
}
|
||||
modifier = {
|
||||
factor = 0
|
||||
scope:recipient = { highest_held_title_tier >= tier_kingdom }
|
||||
gold >= 2000
|
||||
}
|
||||
}
|
||||
|
||||
ai_accept = {
|
||||
base = -50
|
||||
turn_subject_into_mandala_acceptance_modifier = yes
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue