Alot of Stuff

Added loc to the Balkan special buildings + tweaked a few of them

Added the decision to reform Czechoslovakia with an event, that allows you to choose out of 3 small buffs for 10 years.
This commit is contained in:
GoTouchSomeGrass314 2026-07-28 16:58:42 +02:00
parent 5652de7c0c
commit 762f9b2069
12 changed files with 344 additions and 26 deletions

View file

@ -320,4 +320,170 @@ realize_domowina_decision = {
ai_will_do = {
base = 100
}
}
}
reform_czechoslovakia_decision = {
picture = {
reference = "gfx/interface/illustrations/decisions/decision_found_kingdom.dds"
}
decision_group_type = major
ai_check_interval_by_tier = {
barony = 0
county = 0
duchy = 0
kingdom = 120
empire = 0
hegemony = 0
}
desc = reform_czechoslovakia_decision_desc
selection_tooltip = reform_czechoslovakia_decision_tooltip
is_shown = {
NOT = { exists = title:k_czechoslovakia.holder }
is_playable_character = yes
NOT = {
is_target_in_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_reformed_czechoslovakia
}
}
OR = {
culture = culture:NEOW_moravian
culture = culture:czech
culture = culture:NEOW_slovak
AND = {
has_title = title:k_bohemia
has_title = title:k_slovakia
}
}
}
is_valid = {
OR = {
top_liege = this
AND = {
liege = top_liege
top_liege = { highest_held_title_tier >= tier_empire }
has_strong_usable_hook = top_liege
}
}
OR = {
has_title = title:k_bohemia
has_title = title:k_slovakia
}
completely_controls_region = custom_czechoslovakia
prestige_level >= high_prestige_level
}
is_valid_showing_failures_only = {
is_landed = yes
is_capable_adult = yes
is_imprisoned = no
is_at_war = no
}
effect = {
custom_tooltip = reform_czechoslovakia_decision_effect_tooltip
gain_heroic_legend_seed_tooltip_effect = yes
## Czechoslovakia Restored
title:d_bohemia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_moravia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_krusnohori = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_severovychodni_cechy = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_nyitra = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_trencin = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_banska_bystrica = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_ungvar = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_transcarpathia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:c_orava = { set_de_jure_liege_title = title:d_trencin }
title:c_opava = { set_de_jure_liege_title = title:d_moravia }
hidden_effect = {
save_scope_as = founder
create_title_and_vassal_change = {
type = created
save_scope_as = change
}
title:k_czechoslovakia = {
change_title_holder = {
holder = scope:founder
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_reformed_czechoslovakia
}
set_global_variable = {
name = flag_reformed_czechoslovakia
value = scope:founder
}
## Czechoslovakia Restored
title:d_bohemia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_moravia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_krusnohori = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_severovychodni_cechy = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_nyitra = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_trencin = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_banska_bystrica = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_ungvar = { set_de_jure_liege_title = title:k_czechoslovakia }
title:d_transcarpathia = { set_de_jure_liege_title = title:k_czechoslovakia }
title:c_orava = { set_de_jure_liege_title = title:d_trencin }
title:c_opava = { set_de_jure_liege_title = title:d_moravia }
## Destroy the Previous Kingdoms
destroy_title = title:k_bohemia
destroy_title = title:k_slovakia
destroy_title = title:k_galicia-volhynia
destroy_title = title:d_tatra
## Make Czechoslovakia the primary title
set_primary_title_to = title:k_czechoslovakia
## Trigger a special event
trigger_event = NEOW_decision.0001
}
}
cost = {
gold = {
# Since we want this to happen, it free for the AI...
value = 0
# ... but costs for players
if = {
limit = {
has_treasury = no
is_ai = no
}
add = 500
}
}
treasury = {
value = 0
if = {
limit = {
has_treasury = yes
is_ai = no
}
add = 500
}
}
prestige = {
value = 0
if = {
limit = {
is_ai = no
}
add = 1500
}
}
}
ai_potential = {
always = yes
}
ai_will_do = { base = 100 }
}