Fixes
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734d526ca9
41 changed files with 17594 additions and 1069 deletions
875
common/on_action/province_on_actions.txt
Normal file
875
common/on_action/province_on_actions.txt
Normal file
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@ -0,0 +1,875 @@
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# root: The province in which the building was completed
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# scope:character: The character that paid for the construction, if available
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on_building_completed = {
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effect = {
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#save the county holder as the character in case the construction wasn't started through GUI or by the AI
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if = {
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limit = {
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NOT = { exists = scope:character }
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}
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root.county.holder = {
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save_scope_as = character
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}
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}
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root = {
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# Preservation tenet
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if = {
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limit = {
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scope:character.faith = { has_doctrine_parameter = building_temples_gives_development }
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OR = {
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has_holding_type = church_holding
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has_holding_type = temple_citadel_holding
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}
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NOT = { county = { has_variable = dev_gain_cooldown } }
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}
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scope:character = {
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send_interface_toast = {
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title = building_temples_gives_development_toast
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left_icon = root
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root.county = {
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change_development_progress_with_overflow = minor_development_progress_gain
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set_variable = {
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name = dev_gain_cooldown
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value = yes
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days = 365
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}
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}
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}
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}
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}
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# Hard working Tradition
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if = {
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limit = {
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culture = { has_cultural_parameter = development_gain_on_building_complete }
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NOT = { county = { has_variable = dev_gain_cooldown } }
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}
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county = {
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change_development_progress_with_overflow = 25
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set_variable = {
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name = dev_gain_cooldown
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value = yes
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days = 365
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}
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}
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}
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# Metal crafting Tradition
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if = {
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limit = {
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culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains }
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OR = {
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terrain = mountains
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terrain = desert_mountains
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}
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}
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scope:character = {
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if = {
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limit = {
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is_alive = yes
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}
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add_prestige = medium_prestige_value
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}
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}
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}
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# Yashima
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if = {
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limit = {
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culture = { has_cultural_parameter = prestige_gain_on_building_complete_in_mountains_forest }
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OR = {
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terrain = mountains
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terrain = forest
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}
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}
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scope:character = {
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if = {
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limit = {
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is_alive = yes
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}
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add_prestige = medium_prestige_value
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}
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}
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}
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# Sacred Mountains Tradition
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if = {
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limit = {
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scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_mountains }
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OR = {
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terrain = mountains
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terrain = desert_mountains
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}
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}
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scope:character = {
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if = {
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limit = {
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is_alive = yes
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}
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add_piety = minor_piety_value
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}
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}
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}
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# Sacred Groves Tradition
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if = {
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limit = {
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scope:character.culture = { has_cultural_parameter = piety_gain_on_building_complete_in_forest_taiga }
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OR = {
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terrain = forest
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terrain = taiga
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terrain = jungle
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}
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}
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scope:character = {
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if = {
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limit = {
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is_alive = yes
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}
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add_piety = minor_piety_value
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}
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}
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}
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# FP2 Dynasty perk
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if = {
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limit = {
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has_holding_type = city_holding
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exists = scope:character.dynasty
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scope:character.dynasty = {
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has_dynasty_perk = fp2_urbanism_legacy_4
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}
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}
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county = {
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holder = {
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if = {
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limit = {
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is_alive = yes
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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 = prestige_gained_from_building_completion
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left_icon = root.barony
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add_prestige = medium_prestige_gain
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}
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}
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}
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#### Chance to add super guest!
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# Set variables
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random = {
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chance = 10
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modifier = {
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add = county.development_level
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}
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set_variable = {
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name = number_prestigious_new_guests
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value = 1
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}
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if = {
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limit = { county.development_level >= max_development_level }
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set_variable = {
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name = holding_quality
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value = 3
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}
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}
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else_if = {
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limit = { county.development_level >= great_development_level }
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set_variable = {
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name = holding_quality
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value = 3
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}
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}
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else_if = {
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limit = { county.development_level >= good_development_level }
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set_variable = {
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name = holding_quality
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value = 2
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}
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}
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else_if = {
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limit = { county.development_level >= medium_development_level }
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set_variable = {
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name = holding_quality
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value = 2
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}
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}
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else_if = {
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limit = { county.development_level >= bad_development_level }
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set_variable = {
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name = holding_quality
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value = 1
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}
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}
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else = {
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set_variable = {
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name = holding_quality
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value = 1
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}
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}
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}
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holder = {
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# Trigger the hidden event
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if = {
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limit = {
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is_alive = yes
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}
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trigger_event = fp2_other_decisions.0001
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}
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}
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}
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}
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# Struggle parameters
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if = {
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limit = {
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has_holding_type = castle_holding
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scope:character = {
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any_character_struggle = {
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involvement = involved
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has_struggle_phase_parameter = completing_building_in_castle_gives_development
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}
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}
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}
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county = { change_development_progress_with_overflow = 10 }
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}
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if = {
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limit = {
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has_holding_type = church_holding
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scope:character = {
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any_character_struggle = {
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involvement = involved
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has_struggle_phase_parameter = completing_building_in_temple_gives_piety
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}
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}
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}
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scope:character = { add_piety = medium_piety_gain }
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}
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# Struggle catalysts
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if = {
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limit = {
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has_holding_type = castle_holding
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scope:character = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_new_building_in_castle
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}
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}
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}
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scope:character = {
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_new_building_in_castle
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character = scope:character
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}
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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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has_holding_type = city_holding
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scope:character = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_new_building_in_city
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}
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}
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}
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scope:character = {
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_new_building_in_city
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character = scope:character
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}
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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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has_holding_type = church_holding
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scope:character = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_new_building_in_temple
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}
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}
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}
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scope:character = {
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_new_building_in_temple
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character = scope:character
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}
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}
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}
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}
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if = {
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limit = {
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has_holding_type = church_holding
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county.faith.religion = religion:islam_religion
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scope:character = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_new_islamic_temple_construction
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}
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}
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}
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scope:character = {
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_new_islamic_temple_construction
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character = scope:character
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}
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}
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}
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}
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if = {
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limit = {
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scope:character = {
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any_character_struggle = {
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involvement = involved
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phase_has_catalyst = catalyst_new_building_in_holdings
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}
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}
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}
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scope:character = {
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every_character_struggle = {
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involvement = involved
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activate_struggle_catalyst = {
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catalyst = catalyst_new_building_in_holdings
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character = scope:character
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}
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}
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}
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}
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# Points of Interest
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# Apply them here directly so they are more promptly added than monthly via the POI update
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if = {
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limit = {
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has_special_building = no
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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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has_building_with_flag = { flag = travel_point_of_interest_martial }
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has_building_with_flag = { flag = travel_point_of_interest_martial_minor }
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}
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NOT = { has_travel_point_of_interest = poi_special_buildings_martial }
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}
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add_travel_point_of_interest = poi_special_buildings_martial
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}
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else_if = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_learning }
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NOT = { has_travel_point_of_interest = poi_special_buildings_learning }
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}
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add_travel_point_of_interest = poi_special_buildings_learning
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}
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else_if = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_religious }
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NOT = { has_travel_point_of_interest = poi_special_buildings_religious }
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}
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add_travel_point_of_interest = poi_special_buildings_religious
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}
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else_if = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_diplomatic }
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NOT = { has_travel_point_of_interest = poi_special_buildings_diplomatic }
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}
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add_travel_point_of_interest = poi_special_buildings_diplomatic
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}
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else_if = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_wonder }
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NOT = { has_travel_point_of_interest = poi_special_buildings_wonder }
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}
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add_travel_point_of_interest = poi_special_buildings_wonder
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}
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else_if = {
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limit = {
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has_building_with_flag = { flag = travel_point_of_interest_economic }
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NOT = { has_travel_point_of_interest = poi_special_buildings_economic }
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}
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add_travel_point_of_interest = poi_special_buildings_economic
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}
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# The Builder event chain
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if = {
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limit = {
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has_variable = the_builder_holding
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NOT = { has_variable = the_builder_finished }
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}
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var:the_builder_holding = { save_scope_as = holding_initiator }
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#Did the Builder actually finish the holding, or was it cancelled?
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scope:holding_initiator = {
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if = {
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limit = {
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is_alive = yes
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is_landed_or_landless_administrative = yes
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is_available = yes
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}
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#Then remove the safeguard event that would clean up the Builder
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if = {
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limit = { has_variable = the_builder_holding_cancelled_safeguard }
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remove_variable = the_builder_holding_cancelled_safeguard
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}
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#And trigger reward event
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trigger_event = bp2_yearly.1071
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}
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}
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set_variable = { name = the_builder_finished }
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}
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# Every time the Builder builds in their holding...
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if = {
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limit = {
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scope:character ?= {
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OR = {
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has_character_modifier = the_city_builder_modifier
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has_character_modifier = the_castle_builder_modifier
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has_character_modifier = the_temple_builder_modifier
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}
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}
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}
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county = { change_development_progress = minor_development_progress_gain }
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if = {
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limit = {
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scope:character ?= { has_character_modifier = the_city_builder_modifier }
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}
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scope:character = { add_gold = minor_gold_value }
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}
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if = {
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limit = {
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scope:character ?= { has_character_modifier = the_castle_builder_modifier }
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}
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scope:character = { add_prestige = minor_prestige_gain }
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}
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if = {
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limit = {
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scope:character ?= { has_character_modifier = the_temple_builder_modifier }
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}
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scope:character = { add_piety = minor_piety_gain }
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}
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}
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#end any landless adventurer's construction task contract
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if = {
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limit = {
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any_player = {
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any_character_active_contract = {
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task_contract_type = laamp_construction_contract
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task_contract_employer = scope:character
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save_temporary_scope_as = construction_contract
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}
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}
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}
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scope:construction_contract = {
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if = {
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limit = {
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task_contract_taker.capital_province.county = root.county
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}
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complete_task_contract = success_critical
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}
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else = {
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complete_task_contract = failure_standard
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}
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}
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}
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# Inspection - Has Holding Modifier
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if = {
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limit = {
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has_province_modifier = inspection_empty_lands_domain_modifier
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}
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remove_province_modifier = inspection_empty_lands_domain_modifier
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add_random_economic_building_effect = yes
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}
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else_if = {
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limit = {
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has_province_modifier = inspection_empty_lands_border_modifier
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}
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remove_province_modifier = inspection_empty_lands_border_modifier
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add_random_fortification_building_effect = yes
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}
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# Admin - Governors get rewards for constructing buildings in governed counties
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if = {
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limit = {
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scope:character = {
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OR = {
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is_governor = yes
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AND = {
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min_appointment_tier = tier_county
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is_governor_or_admin_count = yes
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}
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tgp_is_any_minister = yes
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}
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}
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}
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scope:character = {
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send_interface_message = {
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type = msg_governor_duties
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title = msg_governor_duties_t
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desc = admin_construction_completed_desc
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right_icon = root.barony
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if = {
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limit = {
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government_allows = merit
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}
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change_merit = building_construction_merit_gain_value
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if = {
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limit = {
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tgp_is_any_minister = yes
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government_has_flag = government_has_influence
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}
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change_influence = estate_construction_influence_gain_value
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}
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}
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else = {
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change_influence = estate_construction_influence_gain_value
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}
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if = {
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limit = {
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building_construction_dynasty_prestige_gain_value > 0
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}
|
||||
dynasty = {
|
||||
add_dynasty_prestige = building_construction_dynasty_prestige_gain_value
|
||||
}
|
||||
}
|
||||
increase_governance_effect = { VALUE = 4 }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# # Harrying of the North - Pacification Gain
|
||||
# if = {
|
||||
# limit = {
|
||||
# scope:character.culture = culture:norman
|
||||
# has_global_variable = harrying_of_the_north
|
||||
# exists = global_var:harrying_of_the_north.story_owner.var:pacification
|
||||
# }
|
||||
# global_var:harrying_of_the_north.story_owner = {
|
||||
# change_variable = {
|
||||
# name = pacification
|
||||
# add = 2
|
||||
# }
|
||||
# }
|
||||
# }
|
||||
|
||||
# Devaraja consecration event
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_building_with_flag = { flag = temple_citadel }
|
||||
has_building_with_flag = { flag = temple }
|
||||
has_building_with_flag = { flag = mandala_capital_building }
|
||||
}
|
||||
NOT = { has_variable = mandala_consecrated_walls }
|
||||
scope:character = {
|
||||
is_available_for_activity_trigger = yes
|
||||
government_has_flag = government_is_mandala
|
||||
has_mandala_aspect_trigger = yes
|
||||
}
|
||||
}
|
||||
scope:character = {
|
||||
trigger_event = devaraja.0005
|
||||
}
|
||||
set_variable = {
|
||||
name = mandala_consecrated_walls
|
||||
years = 30
|
||||
}
|
||||
}
|
||||
|
||||
# Brewery counter
|
||||
brewery_counter_effect = yes
|
||||
|
||||
# Coronation Promise
|
||||
if = {
|
||||
limit = {
|
||||
scope:character = root.province_owner.liege
|
||||
scope:character = { has_character_modifier = coronation_vassal_building_modifier }
|
||||
}
|
||||
scope:character = {
|
||||
send_interface_toast = {
|
||||
title = coronation_vassal_building_tt
|
||||
left_icon = root
|
||||
add_prestige = medium_prestige_gain
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#####################
|
||||
# Mandala Government
|
||||
#####################
|
||||
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = { government_has_flag = government_is_mandala }
|
||||
if = {
|
||||
limit = {
|
||||
exists = house
|
||||
house = { has_house_aspiration_parameter = aspect_of_creation }
|
||||
}
|
||||
mandala_upgrade_creator_effect = yes
|
||||
house = {
|
||||
increment_variable_effect = {
|
||||
VAR = num_buildings_built
|
||||
VAL = 1
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Building Oath
|
||||
scope:character = {
|
||||
if = {
|
||||
limit = {
|
||||
is_alive = yes
|
||||
has_variable = stewardship_oath_2_buildings
|
||||
}
|
||||
change_variable = {
|
||||
name = stewardship_oath_2_buildings
|
||||
add = 1
|
||||
}
|
||||
add_to_variable_list = {
|
||||
name = stewardship_oath_2_building_list
|
||||
target = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The province in which the building was started
|
||||
# scope:character: The character that paid for the construction, if available
|
||||
on_building_started = {
|
||||
effect = {
|
||||
#save the county holder as the character in case the construction wasn't started through GUI or by the AI
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { exists = scope:character }
|
||||
}
|
||||
root.county.holder = {
|
||||
save_scope_as = character
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
OR = {
|
||||
has_construction_with_flag = temple
|
||||
has_construction_with_flag = castle
|
||||
has_construction_with_flag = city
|
||||
}
|
||||
any_player = {
|
||||
has_government = landless_adventurer_government
|
||||
in_diplomatic_range = scope:character
|
||||
can_create_task_contract = {
|
||||
type_name = laamp_construction_contract
|
||||
employer = scope:character
|
||||
}
|
||||
save_temporary_scope_as = player_laamp
|
||||
}
|
||||
}
|
||||
scope:player_laamp = {
|
||||
create_task_contract = {
|
||||
task_contract_employer = scope:character
|
||||
task_contract_type = laamp_construction_contract
|
||||
task_contract_tier = scope:character.task_contract_tier_value
|
||||
location = scope:character.capital_province
|
||||
save_scope_as = new_contract
|
||||
}
|
||||
scope:new_contract = {
|
||||
set_variable = {
|
||||
name = task_contract_employer
|
||||
value = scope:character
|
||||
}
|
||||
set_variable = {
|
||||
name = task_contract_destination
|
||||
value = root
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_province_modifier = travel_extra_building_resources_modifier
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_variable = extra_building_resources
|
||||
var:extra_building_resources > 1
|
||||
}
|
||||
change_variable = {
|
||||
name = extra_building_resources
|
||||
subtract = 1
|
||||
}
|
||||
remove_province_modifier = travel_extra_building_resources_modifier
|
||||
add_province_modifier = travel_extra_building_resources_modifier
|
||||
}
|
||||
else = {
|
||||
remove_province_modifier = travel_extra_building_resources_modifier
|
||||
remove_variable = extra_building_resources
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The province in which the building was cancelled
|
||||
# scope:character: The character that paid for the construction, if available
|
||||
on_building_cancelled = {
|
||||
effect = {}
|
||||
}
|
||||
|
||||
# root: The holder of the province doing the razing
|
||||
# province: The province in which the holding exists
|
||||
on_holding_razed = {
|
||||
effect = {
|
||||
scope:province.county = { set_variable = was_razed }
|
||||
send_interface_toast = {
|
||||
title = province_razed_toast_title
|
||||
left_icon = scope:province.barony
|
||||
add_gold = {
|
||||
value = minor_gold_value
|
||||
add = scope:province.county.development_level
|
||||
}
|
||||
scope:province = {
|
||||
if = {
|
||||
limit = {
|
||||
this = county.title_province
|
||||
county.development_level >= 1
|
||||
}
|
||||
county = {
|
||||
change_development_progress_with_overflow = {
|
||||
value = scope:province.county.development_level
|
||||
multiply = 10
|
||||
multiply = -1
|
||||
}
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
this = county.title_province
|
||||
county = {
|
||||
uses_county_fertility = yes
|
||||
}
|
||||
}
|
||||
county = {
|
||||
change_county_fertility = medium_county_fertility_level_gain
|
||||
}
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_university_building_trigger = yes
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
has_building_or_higher = generic_university
|
||||
}
|
||||
remove_building = generic_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = al_azhar_university
|
||||
}
|
||||
remove_building = al_azhar_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = sankore_university
|
||||
}
|
||||
remove_building = sankore_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = siena_university
|
||||
}
|
||||
remove_building = siena_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = nalanda_university
|
||||
}
|
||||
remove_building = nalanda_university
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = house_of_wisdom_01
|
||||
}
|
||||
remove_building = house_of_wisdom_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = al_qarawiyyin_university_01
|
||||
}
|
||||
remove_building = al_qarawiyyin_university_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = somapura_university_01
|
||||
}
|
||||
remove_building = somapura_university_01
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
has_building_or_higher = cluny_abbey_01
|
||||
}
|
||||
remove_building = cluny_abbey_01
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# root: The holder of the province doing the rebuilding
|
||||
# province: The province in which the great building exists
|
||||
on_great_building_rebuilt = {
|
||||
effect = {
|
||||
add_piety_experience = {
|
||||
add = minor_piety_gain
|
||||
multiply = piety_level
|
||||
}
|
||||
hidden_effect = {
|
||||
if = {
|
||||
limit = { has_character_modifier = mandala_rise_from_the_ashes_modifier }
|
||||
remove_character_modifier = mandala_rise_from_the_ashes_modifier
|
||||
}
|
||||
if = {
|
||||
limit = {
|
||||
NOT = { has_character_flag = devaraja_flag }
|
||||
has_mandala_aspect_trigger = yes
|
||||
}
|
||||
add_character_flag = devaraja_flag
|
||||
}
|
||||
}
|
||||
add_character_modifier = {
|
||||
modifier = mandala_rise_from_the_ashes_modifier
|
||||
years = 10
|
||||
}
|
||||
#Memory
|
||||
create_character_memory = { type = rebuilt_mandala_temple_memory }
|
||||
scope:new_memory ?= {
|
||||
set_variable = {
|
||||
name = mandala_capital_rebuilt_location
|
||||
value = scope:province
|
||||
}
|
||||
if = {
|
||||
limit = { exists = var:mandala_capital_rebuilt_location }
|
||||
#To prevent 'unused except in loc' errors :catto:
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue