innovation fix
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57 changed files with 29276 additions and 852 deletions
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@ -5241,456 +5241,4 @@ bargain_fealty_interaction = {
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# by Maxence Voleau
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##################################################
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invite_foreign_ruler_to = {
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interface_priority = 30
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category = interaction_category_diplomacy
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common_interaction = yes
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desc = invite_foreign_ruler_to_desc
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icon = activity_feast
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greeting = positive
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notification_text = INVITE_FOREIGN_RULER_TO_NOTIFICATION
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popup_on_receive = yes
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ai_maybe = yes
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cooldown = { years = 1 }
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cooldown_against_recipient = { years = 5 }
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is_available = {
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any_character_struggle = {
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involvement = involved
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is_struggle_type = iberian_struggle
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}
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}
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is_shown = {
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# Interaction deprecated by new activity planning system
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always = no
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# scope:actor != scope:recipient
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# # Scope:recipient must be landed, and neither over or under scope:actor.
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# scope:recipient = {
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# any_character_struggle = {
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# involvement = involved
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# is_struggle_type = iberian_struggle
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# }
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# is_playable_character = yes
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# NOR = {
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# any_liege_or_above = { this = scope:actor }
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# any_vassal_or_below = { this = scope:actor }
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# }
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# }
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}
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is_valid_showing_failures_only = {
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# Scope:actor must be an available adult.
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scope:actor = { is_available_adult = yes }
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# Scope:recipient must be at least available.
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scope:recipient = { is_available_adult = yes }
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# Make sure that scope:actor is going into this with a clean, no-recent/active/forbidden hostilities mindset.
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scope:actor = {
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NOT = {
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is_at_war_with = scope:recipient
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# Involved characters can't be on opposite sides in an active war.
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}
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}
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# Verify that you can start one of the decision
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# interaction deprecated by new activity planning system
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# custom_description = {
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# text = no_activity_available
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# scope:actor = {
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# OR = {
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# can_execute_decision = start_hunt_decision
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# can_execute_decision = host_feast_decision
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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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# Notifications with most effects.
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if = {
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limit = { scope:invite_to_hunt = yes }
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scope:actor = {
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set_variable = {
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name = special_guest
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value = scope:recipient
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}
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show_as_tooltip = {
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remove_short_term_gold = hunt_activity_base_cost
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}
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send_interface_toast = {
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type = event_toast_effect_good
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title = invited_to_hunt.accept.actor.tt
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left_icon = scope:recipient
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progress_towards_friend_effect = {
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REASON = friend_invited_to_hunt
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CHARACTER = scope:recipient
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OPINION = 0
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}
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custom_tooltip = invite_foreign_ruler_to.hunt.tooltip
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# interaction deprecated by new activity planning system
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#execute_decision = start_hunt_decision
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}
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}
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scope:recipient = {
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send_interface_toast = {
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title = invited_to_hunt.accept.recipient.tt
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left_icon = scope:actor
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}
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}
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}
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else_if = {
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limit = { scope:invite_to_feast = yes }
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scope:actor = {
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set_variable = {
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name = special_guest
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value = scope:recipient
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}
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show_as_tooltip = {
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remove_short_term_gold = feast_activity_cost
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}
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send_interface_toast = {
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type = event_toast_effect_good
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title = invited_to_feast.accept.actor.tt
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left_icon = scope:recipient
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progress_towards_friend_effect = {
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REASON = friend_invited_to_feast
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CHARACTER = scope:recipient
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OPINION = 0
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}
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custom_tooltip = invite_foreign_ruler_to.feast.tooltip
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# interaction deprecated by new activity planning system
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#execute_decision = host_feast_decision
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}
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}
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scope:recipient = {
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send_interface_toast = {
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title = invited_to_feast.accept.recipient.tt
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left_icon = scope:actor
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}
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:actor
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TARGET = scope:recipient
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VALUE = medium_unity_gain
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DESC = clan_unity_feast_invite.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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on_decline = {
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# Scope:actor gains some stress over the whole ordeal.
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scope:actor = {
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send_interface_toast = {
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type = event_toast_effect_bad
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title = invite_foreign_ruler_to.decline.actor.tt
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left_icon = scope:recipient
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add_prestige = medium_prestige_loss
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}
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}
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# Scope:actor loses opinion of scope:recipient.
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scope:recipient = {
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send_interface_toast = {
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type = event_toast_effect_neutral
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title = invite_foreign_ruler_to.decline.recipient.tt
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left_icon = scope:actor
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reverse_add_opinion = {
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target = scope:actor
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modifier = refusal_opinion
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opinion = -50
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}
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}
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}
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# If we're a clan this interaction affects unity
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add_clan_unity_interaction_effect = {
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CHARACTER = scope:recipient
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TARGET = scope:actor
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VALUE = minor_unity_loss
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DESC = clan_unity_feast_invite_decline.desc
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REVERSE_NON_HOUSE_TARGET = no
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}
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}
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# Send Options
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## Invite to Hunt
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send_option = {
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is_valid = {
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scope:actor = {
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# interaction deprecated by new activity planning system?
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#can_execute_decision = start_hunt_decision
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}
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# as an AI, don't invite human players to Hunt as we are lacking interesting content
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trigger_if = {
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limit = { scope:actor = { is_ai = yes } }
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scope:recipient = { is_ai = yes }
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}
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}
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flag = invite_to_hunt
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starts_enabled = { always = yes }
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localization = "INVITE_TO_HUNT"
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}
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## Invite to Feast
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send_option = {
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is_valid = {
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scope:actor = {
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# interaction deprecated by new activity planning system
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#can_execute_decision = host_feast_decision
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}
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}
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flag = invite_to_feast
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starts_enabled = { always = yes }
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localization = "INVITE_TO_FEAST"
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}
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# AI
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## Standard Acceptance stuff
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ai_accept = {
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# Try to make it 0 for most interactions.
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base = 0
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# more likely if lower rank than actor
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modifier = {
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add = 20
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scope:actor.primary_title.tier > primary_title.tier
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desc = RANK_DIFFERENCE_REASON
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}
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# less likely if that's the opposite
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modifier = {
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add = -20
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scope:actor.primary_title.tier < primary_title.tier
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desc = RANK_DIFFERENCE_REASON
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}
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# AI take opinion into account
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opinion_modifier = {
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who = scope:recipient
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opinion_target = scope:actor
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multiplier = 1
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desc = AI_OPINION_REASON
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}
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# sociability plays a lot as well
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ai_value_modifier = {
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ai_sociability = 1
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}
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# is rival or nemesis
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modifier = {
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add = -50
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has_relation_rival = scope:actor
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desc = WE_ARE_RIVALS
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}
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modifier = {
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add = -100
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has_relation_nemesis = scope:actor
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desc = WE_ARE_NEMESES
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}
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# is friend
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modifier = {
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add = 25
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has_relation_friend = scope:actor
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desc = WE_ARE_FRIENDS
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}
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# is best friend
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modifier = {
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add = 50
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has_relation_best_friend = scope:actor
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desc = WE_ARE_BEST_FRIENDS
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}
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modifier = {
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add = 100
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OR = {
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has_relation_lover = scope:actor
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has_relation_soulmate = scope:actor
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}
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desc = WE_ARE_LOVERS
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}
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# hunters love to hunt
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modifier = {
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add = 25
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scope:invite_to_hunt = yes
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has_trait = lifestyle_hunter
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desc = AI_RELEVANT_TRAITS
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}
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# reveler loves feasts
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modifier = {
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add = 25
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scope:invite_to_feast = yes
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has_trait = lifestyle_reveler
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desc = AI_RELEVANT_TRAITS
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}
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# Struggle agenda
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# modifier = {
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# desc = AI_STRUGGLE_INTENT
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# scope:invite_to_feast = yes
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# scope:recipient = {
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# any_character_struggle = {
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# involvement = involved
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# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
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# }
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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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# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
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# }
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# }
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# NAND = {
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# scope:actor.faith = scope:recipient.faith
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# scope:actor.culture = scope:recipient.culture
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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:actor = {
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# has_character_flag = agenda_towards_deescalation
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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:actor = {
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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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# }
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# }
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}
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### Performance-enhancement
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#ai_potential = {
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# is_playable_character = yes
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# is_available_at_peace_ai_adult = yes
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# is_imprisoned = no
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# # Matches the regular minimum triggers.
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# any_character_struggle = { involvement = involved }
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# short_term_gold > standard_activity_base_cost
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#}
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#
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#ai_target_quick_trigger = { adult = yes }
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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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### Frequency
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#ai_frequency = 60
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#ai_will_do = {
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# base = 0
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#
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# # sociability plays a lot as well
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# ai_value_modifier = {
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# ai_sociability = 1
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# }
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#
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# # hunters love to hunt
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# modifier = {
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# add = 25
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# scope:invite_to_hunt = yes
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# has_trait = lifestyle_hunter
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# }
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#
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# # small boost if no firends
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# modifier = {
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# add = 25
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# num_of_relation_friend = 0
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# }
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# # reveler loves feasts
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# modifier = {
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# add = 25
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# scope:invite_to_feast = yes
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# has_trait = lifestyle_reveler
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# }
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#
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# # From Hunt decision
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# ai_value_modifier = {
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# ai_energy = 1
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# ai_greed = -0.5
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# ai_compassion = -0.5
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# }
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#
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# modifier = {
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# add = 10
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# scope:invite_to_hunt = yes
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# has_trait_rank = {
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# trait = education_martial
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# rank > 0
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# }
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# }
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# modifier = {
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# add = 10
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# scope:invite_to_hunt = yes
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# has_trait_rank = {
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# trait = education_martial
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# rank > 2
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# }
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# }
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#
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# modifier = {
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# scope:invite_to_hunt = yes
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# add = 35
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# stress > low_stress
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# }
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#
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# # Struggle agenda
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# modifier = {
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# scope:recipient = {
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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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# scope:actor = {
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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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# NAND = {
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# scope:actor.faith = scope:recipient.faith
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# scope:actor.culture = scope:recipient.culture
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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:actor = {
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# any_character_struggle = {
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# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
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#
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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:actor = {
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# any_character_struggle = {
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# phase_has_catalyst = catalyst_invite_diff_faith_culture_to_feast
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# }
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# }
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# }
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# add = 100
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# }
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# }
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# }
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#}
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}
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29215
common/character_interactions/pam_interactions.txt
Normal file
29215
common/character_interactions/pam_interactions.txt
Normal file
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