Admin is no longer safe from independence and disintegration
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1558
N3OW/common/factions/00_factions.txt
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1558
N3OW/common/factions/00_factions.txt
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407
N3OW/common/factions/00_nation_fracturing_faction.txt
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407
N3OW/common/factions/00_nation_fracturing_faction.txt
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nation_fracturing_faction = {
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casus_belli = nation_fracturing_faction_war
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short_effect_desc = nation_fracturing_faction_short_effect_desc
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sort_order = 0
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is_shown = {
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NAND = {
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tgp_is_ceremonial_liege_trigger = yes
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tgp_is_ceremonial_regent_trigger = no
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}
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}
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discontent_progress = {
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base = 0
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common_discontent_progress_modifier = yes
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}
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power_threshold = {
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base = 80
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modifier = {
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add = 20
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faction_target = {
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has_perk = hard_rule_perk
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}
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desc = "FACTION_POWER_HARD_RULE"
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}
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dynamic_power_threshold_scripted_modifier = {
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FACTION_TYPE1 = claimant_faction
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FACTION_TYPE2 = liberty_faction
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FACTION_TYPE3 = populist_faction
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}
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}
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is_character_valid = {
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common_character_validity_trigger = {
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FACTION_TARGET = scope:faction.faction_target
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}
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has_valid_faction_members_trigger = yes
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}
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demand = {
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save_scope_as = faction
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faction_leader = {
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save_scope_as = faction_leader
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}
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faction_target = {
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save_scope_as = faction_target
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}
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# Let the human players in the faction know that the demand will be sent
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every_faction_member = {
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limit = {
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is_ai = no
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this != scope:faction.faction_leader
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}
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trigger_event = faction_demand.1005
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}
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# Send the actual demand in 5 days
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faction_target = {
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trigger_event = {
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id = faction_demand.1000
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days = 5
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}
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}
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}
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can_character_create_ui = {
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base_faction_trigger = { FACTION_TYPE = nation_fracturing_faction }
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common_can_character_create_trigger = {
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FACTION_TARGET = scope:target
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}
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# Bloc Cohesion requirement
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japan_faction_cohesion_trigger = yes
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liege = {
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top_liege = this
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NOT = { government_has_flag = government_is_theocracy }
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custom_tooltip = {
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text = nation_fracturing_faction.can_character_create_ui.blocked_by_struggle
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# We could use a parameter but this is just infinitely more performant.
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NOT = {
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any_held_title = { has_variable = struggle_block_dissolution_faction }
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}
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}
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}
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# Only powerful vassals can create such factions and they need to have either another culture or faith
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OR = {
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is_powerful_vassal = yes
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government_has_flag = government_is_nomadic
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is_ai = no
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}
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trigger_if = {
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limit = {
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faith.religion = religion:islam_religion
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liege = { has_title = title:d_sunni }
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title:d_sunni = {
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has_variable = dar_al_islam
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}
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}
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liege = {
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NOT = {
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has_title = title:d_sunni
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}
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}
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}
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# Muslims vassals cannot create or join against Dar al-Islam
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trigger_if = {
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limit = {
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scope:target = { has_title = title:h_dar_al_islam }
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}
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custom_tooltip = {
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text = dar_al_islam_faction_block_desc
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NOT = { faith.religion = religion:islam_religion }
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}
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}
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}
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can_character_create = {
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common_can_character_create_trigger = {
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FACTION_TARGET = scope:target
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}
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# Bloc Cohesion requirement
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japan_faction_cohesion_trigger = yes
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liege = {
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top_liege = this
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NOT = { government_has_flag = government_is_theocracy }
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custom_tooltip = {
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text = nation_fracturing_faction.can_character_create_ui.blocked_by_struggle
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# We could use a parameter but this is just infinitely more performant.
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NOT = {
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any_held_title = { has_variable = struggle_block_dissolution_faction }
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}
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}
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}
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# Only powerfull vassals can create such factions and they need to have either another culture or faith
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OR = {
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is_powerful_vassal = yes
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is_ai = no
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}
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trigger_if = {
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limit = {
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faith.religion = religion:islam_religion
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liege = { has_title = title:d_sunni }
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title:d_sunni = {
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has_variable = dar_al_islam
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}
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}
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liege = {
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NOT = {
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has_title = title:d_sunni
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}
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}
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}
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# Muslims vassals cannot create or join against Dar al-Islam
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trigger_if = {
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limit = {
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scope:target = { has_title = title:h_dar_al_islam }
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}
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custom_tooltip = {
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text = dar_al_islam_faction_block_desc
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NOT = { faith.religion = religion:islam_religion }
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}
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}
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}
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ai_create_score = {
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base = -200 # Base reluctance value we must overcome to start an Independence Faction.
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############
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# BLOCKERS #
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common_create_faction_blockers = {
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FACTION_TARGET = scope:target
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FLAG = recent_nation_fracturing_faction_war
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}
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nation_fracturing_faction_blockers = {
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FACTION_TARGET = scope:target
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}
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#######################
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# Standard AI Weights #
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common_faction_modifiers = {
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FACTION_TARGET = scope:target
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OPINION_MULTIPLIER = -2
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MAX_OPINION = 200
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POWER = 0
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THRESHOLD = 80
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}
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nation_fracturing_faction_modifiers = {
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FACTION_TARGET = scope:target
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}
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#House Hostility from Armenian tradition
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modifier = {
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desc = "FACTION_REASON_HOUSE_HOSTILITY"
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scope:target.house ?= {
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this != root.house
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}
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culture = { has_cultural_parameter = house_hostility_more_common }
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factor = 1.25
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}
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}
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can_character_join = {
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common_can_character_join_trigger = {
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FACTION_TARGET = scope:faction.faction_target
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}
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trigger_if = {
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limit = {
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faith.religion = religion:islam_religion
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liege = { has_title = title:d_sunni }
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title:d_sunni = {
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has_variable = dar_al_islam
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}
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}
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liege = {
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NOT = {
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has_title = title:d_sunni
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}
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}
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}
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# Muslims vassals cannot create or join against Dar al-Islam
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trigger_if = {
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limit = {
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scope:faction.faction_target = { has_title = title:h_dar_al_islam }
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}
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custom_tooltip = {
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text = dar_al_islam_faction_block_desc
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NOT = { faith.religion = religion:islam_religion }
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}
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}
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}
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can_character_become_leader = {
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can_become_leader_of_faction_trigger = yes
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}
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ai_join_score = {
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base = -150 # Base reluctance value we must overcome to join an Independence Faction.
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############
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# BLOCKERS #
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common_join_faction_blockers = {
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FACTION_TARGET = scope:faction.faction_target
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}
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nation_fracturing_faction_blockers = {
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FACTION_TARGET = scope:faction.faction_target
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}
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#######################
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# Standard AI Weights #
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common_faction_modifiers = {
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FACTION_TARGET = scope:faction.faction_target
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OPINION_MULTIPLIER = -2
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MAX_OPINION = 100
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POWER = scope:faction.faction_power
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THRESHOLD = scope:faction.faction_power_threshold
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}
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nation_fracturing_faction_modifiers = {
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FACTION_TARGET = scope:faction.faction_target
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}
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modifier = { # CE1 Divine Mandate perk
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desc = "FACTION_REASON_LEGITIMACY_LEGACY_4"
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liege.dynasty = { has_dynasty_perk = ce1_legitimacy_legacy_4 }
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add = -35
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}
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#House Hostility from Armenian tradition
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modifier = {
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desc = "FACTION_REASON_HOUSE_HOSTILITY"
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scope:target.house ?= {
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this != root.house
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}
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culture = { has_cultural_parameter = house_hostility_more_common }
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factor = 1.25
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}
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#EP3 admin legitimacy event
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modifier = {
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desc = "FACTION_REASON_LOW_LEGITIMACY_CHALLENGER"
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add = 25
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scope:faction = {
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any_faction_member = {
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has_character_flag = low_legitimacy_admin_factions_flag
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}
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}
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}
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}
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ai_demand_chance = {
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base = 0
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# 40% base chance at minimum power (80%), increasing linearly
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compare_modifier = {
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value = faction_power
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multiplier = 0.5
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}
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# Once the faction has a good chance to win (10% stronger than liege) demand chance increases much more rapidly.
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compare_modifier = {
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trigger = { faction_power > 110 }
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value = faction_power
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multiplier = 1
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}
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modifier = {
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add = 100
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faction_target = {
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is_at_war = yes # Independence Factions are opportunistic bastards!
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}
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}
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modifier = {
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add = -1000
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faction_target = {
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involved_activity ?= {
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has_activity_type = activity_coronation
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activity_host = prev
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}
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}
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}
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}
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county_join_score = {
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base = 0
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compare_modifier = {
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desc = "FACTION_REASON_COUNTY_OPINION"
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value = county_opinion
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multiplier = -1.0
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}
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}
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is_county_valid = {
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holder = scope:faction.faction_target
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OR = {
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culture != scope:faction.faction_target.culture
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faith != scope:faction.faction_target.faith
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}
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}
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on_creation = {
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save_scope_as = faction
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if = {
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limit = {
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any_player = {
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has_government = landless_adventurer_government
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is_within_diplo_range = { CHARACTER = scope:faction.faction_target }
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NOT = { has_contact = scope:faction.faction_target }
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OR = {
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faith = scope:faction.faction_target.faith
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culture = scope:faction.faction_target.culture
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}
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any_character_task_contract = {
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task_contract_type = laamp_join_faction_contract
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count <= 3
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}
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can_create_task_contract = {
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type_name = laamp_join_faction_contract
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employer = scope:faction.faction_leader
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}
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save_temporary_scope_as = player_laamp
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}
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}
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scope:player_laamp = {
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create_task_contract = {
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task_contract_type = laamp_join_faction_contract
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task_contract_tier = scope:faction.faction_leader.task_contract_tier_value
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location = scope:faction.faction_leader.primary_title.title_province
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task_contract_employer = scope:faction.faction_leader
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target = scope:faction.faction_target
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}
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}
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}
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}
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county_allow_join = yes
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county_allow_create = no
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}
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