diff --git a/common/character_interactions/00_scheme_interactions.txt b/common/character_interactions/00_scheme_interactions.txt index 8d222f1f..e287ec95 100644 --- a/common/character_interactions/00_scheme_interactions.txt +++ b/common/character_interactions/00_scheme_interactions.txt @@ -232,15 +232,15 @@ start_abduct = { OR = { has_perk = kidnapper_perk # Scheme unlocked by the Kidnapper Perk domicile ?= { has_domicile_parameter = camp_unlocks_abduct_scheme } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_abduct_for_all - is_secondary_character_involvement_involved_trigger = { - CHAR = scope:recipient - } - } - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_abduct_for_all +# is_secondary_character_involvement_involved_trigger = { +# CHAR = scope:recipient +# } +# } +# } } } @@ -612,10 +612,10 @@ befriend_interaction = { target_is_vassal_or_below = scope:recipient } culture = { has_cultural_parameter = automatic_befriend_access } - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone - } +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone +# } AND = { government_has_flag = government_is_clan is_in_same_clan_as_trigger = { CHARACTER = scope:recipient } @@ -734,10 +734,10 @@ befriend_interaction = { has_dynasty_perk = fp1_adventure_legacy_5 } culture = { has_cultural_parameter = automatic_befriend_access } - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone - } +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone +# } house ?= { has_house_aspiration_parameter = aspect_of_serenity } } NOR = { diff --git a/common/character_interactions/03_fp2_interactions.txt b/common/character_interactions/03_fp2_interactions.txt index 3748c71f..b8de4050 100644 --- a/common/character_interactions/03_fp2_interactions.txt +++ b/common/character_interactions/03_fp2_interactions.txt @@ -3167,1105 +3167,1105 @@ incite_revolts_interaction = { # Contract Assistance # by Joe Parkin ################################################## - -contract_assistance_interaction = { - category = interaction_category_diplomacy - interface_priority = 15 - common_interaction = yes - interface = interfere_in_war - special_interaction = interfere_in_war_interaction - popup_on_receive = yes - pause_on_receive = yes - - ai_maybe = yes - desc = contract_assistance_interaction_desc - icon = icon_gold - - greeting = positive - notification_text = contract_assistance_interaction_notification - - cooldown_against_recipient = { years = 5 } - - is_shown = { - # Actor is Involved in Struggle - scope:actor = { - NOT = { government_has_flag = government_is_true_herder } - OR = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_contract_assistance_interaction - } - culture = { has_cultural_parameter = unlocks_contract_assistance } - OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } - } - } - # Recipient is Involved in Struggle, at war, and not at war with Actor - scope:recipient = { - trigger_if = { - limit = { - scope:actor = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_contract_assistance_interaction - } - } - } - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_contract_assistance_interaction - } - } - is_at_war = yes - NOR = { - this = scope:actor - is_at_war_with = scope:actor - } - } - } - - has_valid_target = { - exists = scope:target - } - - has_valid_target_showing_failures_only = { - scope:target = { is_war_leader = scope:recipient } - } - - is_valid_showing_failures_only = { - scope:recipient = { - # Cannot demand gold from allies - NOT = { is_allied_to = scope:actor } - # Cannot rejoin a war you decided to leave - trigger_if = { - limit = { - any_character_war = { - has_variable_list = left_voluntarily - } - } - custom_tooltip = { - text = laamp_war_change_sides_interaction.left_voluntarily - is_target_in_variable_list = { - name = left_voluntarily - target = scope:actor - } - } - } - } - - # Recipient is not in (any) war against your liege(s) - trigger_if = { - limit = { exists = scope:actor.liege } - custom_description = { - text = join_war_interaction_recipient_warring_with_my_liege - subject = scope:recipient - scope:actor = { - NOT = { any_liege_or_above = { is_at_war_with = scope:recipient } } - } - } - } - - # Cannot join wars with raised armies - scope:actor = { - has_raised_armies = no - - trigger_if = { - limit = { - has_government = landless_adventurer_government - } - custom_tooltip = { - text = reinforce_soldiers_any_regiment_tt - maa_regiments_count >= 1 - } - } - } - - # Can only contract one war at a time - custom_tooltip = { - text = contract_assistance_war_already_contracted_tt - scope:actor = { NOT = { has_variable = owed_contract_assistance_war } } - } - - # Adventurers can't join wars in places they're exiled from. - custom_tooltip = { - text = the_wake_1 - NOT = { - is_laamp_exiled_from_province_trigger = { - PROVINCE = scope:recipient.capital_province - LAAMP = scope:actor - } - } - } - - # Sensible restrictions to keep CulTrads from making this OP. - scope:recipient = { - custom_tooltip = { - text = contract_assistance_tier_too_high_tt - OR = { - highest_held_title_tier = tier_county - highest_held_title_tier >= scope:actor.highest_held_title_tier - sub_realm_size >= scope:actor.sub_realm_size - } - } - } - scope:actor = { - NOT = { highest_held_title_tier >= tier_empire } - } - } - - can_be_picked = { - # Recipient is war leader in chosen war - scope:target = { - is_war_leader = scope:recipient - # Cannot contract against allies - trigger_if = { - limit = { - any_war_attacker = { this = scope:recipient } - } - NOT = { - any_war_defender = { is_allied_to = scope:actor } - } - } - trigger_else = { - NOT = { - any_war_attacker = { is_allied_to = scope:actor } - } - } - # not already in target war - custom_description = { - text = join_war_interaction_already_in_target_war - NOR = { - any_war_attacker = { this = scope:actor } - any_war_defender = { this = scope:actor } - } - } - } - # Liege checks - can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:recipient JOINER = scope:actor } - } - - is_highlighted = { - scope:actor = { - has_realm_law = camp_purpose_mercenaries - } - } - on_accept = { - # Add Actor to Recipient's war - scope:target = { - hidden_effect = { set_called_to = scope:actor } - if = { - limit = { is_attacker = scope:recipient } - add_attacker = scope:actor - } - else = { add_defender = scope:actor } - } - # Actor effects - scope:actor = { - save_scope_as = contract_assistance_helper - set_variable = { - name = owed_contract_assistance_war - value = scope:target - } - set_variable = { - name = owed_contract_assistance_contribution - value = offer_assistance_interaction_war_contribution_value - } - set_variable = { - name = owed_contract_assistance_gold - value = scope:recipient.offer_assistance_interaction_gold_value - } - stress_impact = { - craven = medium_stress_impact_gain - shy = minor_stress_impact_gain - } - - # Struggle Catalyst - if = { - limit = { - # Verify if vassal used to be independent - any_character_struggle = { - involvement = involved - activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { - CATALYST = catalyst_join_war_as_assisant - CHAR = scope:recipient - } - } - } - every_character_struggle = { - involvement = involved - limit = { - activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { - CATALYST = catalyst_join_war_as_assisant - CHAR = scope:recipient - } - } - activate_struggle_catalyst = { - catalyst = catalyst_join_war_as_assisant - character = scope:actor - } - } - } - } - # Recipient effects - scope:recipient = { - stress_impact = { - greedy = medium_stress_impact_gain - arrogant = medium_stress_impact_gain - } - custom_description_no_bullet = { - text = contract_assistance_interaction_condition_tt - subject = scope:recipient - object = scope:actor - } - show_as_tooltip = { - pay_short_term_gold = { - target = scope:actor - gold = offer_assistance_interaction_gold_value - } - } - } - - # If we're a clan this interaction affects unity - add_clan_unity_interaction_effect = { - CHARACTER = scope:actor - TARGET = scope:recipient - VALUE = medium_unity_loss - DESC = clan_unity_contract_assistance.desc - REVERSE_NON_HOUSE_TARGET = no - } - } - - on_decline = { - # Refusal notification - scope:actor = { trigger_event = char_interaction.0236 } - - # If we're a clan this interaction affects unity - add_clan_unity_interaction_effect = { - CHARACTER = scope:recipient - TARGET = scope:actor - VALUE = minor_unity_gain - DESC = clan_unity_contract_assistance_decline.desc - REVERSE_NON_HOUSE_TARGET = no - } - } - - ai_accept = { - base = 0 # Reluctant to spend money without good reason - # Recipient already winning war - modifier = { - add = -50 - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_winning_trigger = yes } - } - trigger_else = { - any_character_war = { - count = all # So predicted negative modifiers are treated seperately - fp2_struggle_contract_assistance_war_winning_trigger = yes - } - } - desc = OA_AI_WINNING_WAR_REASON - } - # Recipient losing war - modifier = { - add = 50 - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_losing_trigger = yes } - } - trigger_else = { - any_character_war = { fp2_struggle_contract_assistance_war_losing_trigger = yes } - } - desc = OA_AI_LOSING_WAR_REASON - } - # Recipient already significantly outnumbers enemy - modifier = { - add = -50 - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_outnumbering_trigger = yes } - } - trigger_else = { - any_character_war = { - count = all # So predicted negative modifiers are treated seperately - fp2_struggle_contract_assistance_war_outnumbering_trigger = yes - } - } - desc = OA_AI_OUTNUMBER_ENEMY_REASON - } - # Recipient is outnumbered - modifier = { - add = 50 - trigger_if = { - limit = { exists = scope:target } - scope:target = { - fp2_struggle_contract_assistance_war_outnumbered_minor_trigger = yes - NOT = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } - } - } - trigger_else = { - any_character_war = { - fp2_struggle_contract_assistance_war_outnumbered_minor_trigger = yes - NOT = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } - } - } - desc = OA_AI_OUTNUMBERED_MINOR_REASON - } - # Recipient is very outnumbered - modifier = { - add = 125 - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } - } - trigger_else = { - any_character_war = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } - } - desc = OA_AI_OUTNUMBERED_REASON - } - # Recipient has low cash - modifier = { - add = { - value = -50 - if = { - limit = { - gold < 0 - } - add = -100 - } - if = { - limit = { - debt_level >= 2 - } - add = -200 - } - if = { # Very generous or vengeful characters *will* make poor decisions - limit = { - OR = { - ai_greed <= -50 - ai_vengefulness >= 50 - } - } - multiply = 0.5 - } - } - gold < offer_assistance_interaction_gold_value - desc = OA_AI_CANNOT_AFFORD_REASON - } - # Recipient has a lot of cash - modifier = { - add = { - value = 25 - if = { - limit = { - gold >= { - value = offer_assistance_interaction_gold_value - multiply = 2 - } - } - add = 50 - } - if = { - limit = { - gold >= { - value = offer_assistance_interaction_gold_value - multiply = 3 - } - } - add = 50 - } - } - gold >= offer_assistance_interaction_gold_value - desc = OA_AI_EXTRA_GOLD_REASON - } - # Actor's troops would be little help - modifier = { - add = -50 - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_insufficient_trigger = yes } - } - trigger_else = { - any_character_war = { - count = all # So predicted negative modifiers are treated seperately - fp2_struggle_contract_assistance_war_insufficient_trigger = yes - } - } - desc = OA_AI_FEW_TROOPS_REASON - } - # Recipient is fighting a defensive war - modifier = { - add = 25 - trigger_if = { - limit = { exists = scope:target } - scope:target.casus_belli.primary_defender = scope:recipient - } - trigger_else = { - scope:recipient = { - any_character_war = { primary_defender = scope:recipient } - } - } - desc = OA_AI_DEFENSIVE_WAR_REASON - } - # Recipient is not interested in help for certain wars - modifier = { - add = -300 - exists = scope:target - scope:target = { - OR = { - using_cb = peasant_war - using_cb = fp2_border_raid - } - } - desc = OA_AI_UNINTERESTED_WAR_REASON - } - modifier = { - add = { - value = scope:actor.martial - multiply = 2 - } - scope:actor = { martial >= 12 } - desc = OA_AI_MARTIAL_REASON - } - modifier = { - add = -50 - scope:actor = { has_character_flag = fp2_contract_assistance_failure } - desc = OA_AI_FAILURE_REASON - } - # Opinion Factor - opinion_modifier = { - who = scope:recipient - opinion_target = scope:actor - multiplier = 0.25 - desc = AI_OPINION_REASON - } - - modifier = { - add = { - value = ai_greed - multiply = -0.2 - } - ai_greed <= 0.5 - desc = AI_VALUE_MODIFIER_GREED - } - - modifier = { - add = { - value = ai_boldness - multiply = -0.2 - } - NOT = { ai_boldness = 0 } - desc = AI_VALUE_MODIFIER_BOLDNESS - } - - modifier = { - add = 50 - desc = camp_purpose_mercenaries_reason - scope:actor = { - has_realm_law = camp_purpose_mercenaries - } - } - # Allegiances - # fp2_contracting_ally_modifier = { - # WARMONGER = scope:recipient - # WARJOINER = scope:actor - # } - } - - ai_potential = { - is_imprisoned = no - is_at_war = no - ai_boldness >= -25 - current_military_strength >= 500 - } - ai_target_quick_trigger = { adult = yes } - ai_targets = { - ai_recipients = neighboring_rulers - } - - ai_set_target = { - scope:recipient = { - ordered_character_war = { #We offer our services for the war where the character is losing the most - limit = { - is_war_leader = prev - NOR = { - any_war_attacker = { this = scope:actor } - any_war_defender = { this = scope:actor } - } - save_temporary_scope_as = target - can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:recipient JOINER = scope:actor } - } - order_by = { - value = 0 - add = { - if = { - limit = { any_war_attacker = { this = scope:recipient } } - subtract = attacker_war_score - } - else = { - subtract = defender_war_score - } - } - } - save_scope_as = target - } - } - } - - ai_targets = { - ai_recipients = peer_vassals - } - # We need a quite high frequency as wars do not last forever - ai_frequency_by_tier = { - barony = 0 - county = 24 - duchy = 24 - kingdom = 12 - empire = 12 - hegemony = 12 - } - - ai_will_do = { - base = 0 - - modifier = { # Increase chance if recipient is losing a war - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_losing_trigger = yes } - } - add = 25 - } - - modifier = { # Increase chance with amount of gold of recipient over interaction cost - factor = offer_assistance_interaction_gold_modifier_value - } - - modifier = { # Increase chance if likes recipient more than enemy - scope:actor = { - save_temporary_opinion_value_as = { - name = contract_assistance_actor_opinion - target = scope:recipient - } - } - trigger_if = { - limit = { exists = scope:target } - scope:target = { - any_war_participant = { - is_leader_in_war = scope:target - this != scope:recipient - reverse_opinion = { - target = scope:actor - value < scope:contract_assistance_actor_opinion - } - } - } - } - add = 25 - } - - modifier = { # Increase chance for family - scope:recipient = { - OR = { - dynasty = scope:actor.dynasty - is_consort_of = scope:actor - } - } - add = 25 - } - - modifier = { # Decrease chance if army is small - trigger_if = { - limit = { exists = scope:target } - scope:target = { fp2_struggle_contract_assistance_war_insufficient_trigger = yes } - } - add = -50 - } - - modifier = { # Increase chance for rivalry - trigger_if = { - limit = { exists = scope:target } - scope:target = { - any_war_participant = { - is_leader_in_war = scope:target - this != scope:recipient - has_relation_rival = scope:actor - } - } - } - add = 25 - } - - # Higher chance to target a human player - modifier = { - scope:recipient = { is_ai = no } - factor = 2 - } - } -} - -################################################## -# Request Contract Assistance -# by Maxence Voleau -################################################## - -request_contract_assistance_interaction = { - category = interaction_category_diplomacy - interface_priority = 15 - common_interaction = yes - interface = call_ally - special_interaction = call_ally_interaction - popup_on_receive = yes - pause_on_receive = yes - - ai_maybe = yes - desc = request_contract_assistance_interaction_desc - icon = icon_gold - - greeting = positive - notification_text = request_contract_assistance_interaction_notification - - cooldown_against_recipient = { years = 5 } - - is_shown = { - # Actor is Involved in Struggle - scope:actor = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_contract_assistance_interaction - } - is_at_war = yes - NOR = { - this = scope:recipient - is_at_war_with = scope:recipient - } - } - # Recipient is Involved in Struggle, at war, and not at war with Actor - scope:recipient = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_contract_assistance_interaction - } - } - } - - has_valid_target = { - exists = scope:target - } - - has_valid_target_showing_failures_only = { - scope:target = { - is_war_leader = scope:actor - - # Cannot contract against allies - trigger_if = { - limit = { - any_war_attacker = { this = scope:recipient } - } - NOT = { - any_war_defender = { is_allied_to = scope:actor } - } - } - trigger_else = { - NOT = { - any_war_attacker = { is_allied_to = scope:actor } - } - } - } - - # Adventurers can't join wars in places they're exiled from. - trigger_if = { - limit = { - scope:actor = { top_liege != this } - } - custom_tooltip = { - text = the_wake_1 - NOT = { - is_laamp_exiled_from_province_trigger = { - PROVINCE = scope:actor.capital_province - LAAMP = scope:recipient - } - } - } - } - } - - is_valid_showing_failures_only = { - scope:recipient = { - # Cannot demand gold from allies - NOT = { is_allied_to = scope:actor } - } - # Actor is not in (any) war against Recipient's liege(s) - trigger_if = { - limit = { exists = scope:recipient.liege } - custom_description = { - text = join_war_interaction_recipient_warring_with_my_liege - subject = scope:actor - scope:recipient = { - NOT = { - any_liege_or_above = { is_at_war_with = scope:actor } - } - } - } - } - - # Cannot join wars with raised armies - scope:recipient = { has_raised_armies = no } - - # Can only contract one war at a time - custom_tooltip = { - text = contract_assistance_war_already_contracted_tt - scope:recipient = { - NOT = { has_variable = owed_contract_assistance_war } - } - } - } - - can_be_picked = { - # Recipient is war leader in chosen war - scope:target = { - is_war_leader = scope:actor - # not already in target war - custom_description = { - text = join_war_interaction_already_in_target_war - NOR = { - any_war_attacker = { this = scope:recipient } - any_war_defender = { this = scope:recipient } - } - } - } - # Liege checks - can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } - } - - on_accept = { - # Add Actor to Recipient's war - scope:target = { - hidden_effect = { set_called_to = scope:recipient } - if = { - limit = { is_attacker = scope:actor } - add_attacker = scope:recipient - } - else = { add_defender = scope:recipient } - } - # Actor effects - scope:recipient = { - save_scope_as = contract_assistance_helper - set_variable = { - name = owed_contract_assistance_war - value = scope:target - } - set_variable = { - name = owed_contract_assistance_contribution - value = offer_assistance_interaction_war_contribution_value - } - set_variable = { - name = owed_contract_assistance_gold - value = offer_assistance_interaction_gold_value - } - stress_impact = { - craven = medium_stress_impact_gain - shy = minor_stress_impact_gain - } - - - # Struggle Catalyst - if = { - limit = { - # Verify if vassal used to be independent - any_character_struggle = { - involvement = involved - activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { - CATALYST = catalyst_join_war_as_assisant - CHAR = scope:recipient - } - } - } - every_character_struggle = { - involvement = involved - limit = { - activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { - CATALYST = catalyst_join_war_as_assisant - CHAR = scope:recipient - } - } - activate_struggle_catalyst = { - catalyst = catalyst_join_war_as_assisant - character = scope:recipient - } - } - } - } - # Recipient effects - scope:actor = { - stress_impact = { - greedy = medium_stress_impact_gain - arrogant = medium_stress_impact_gain - } - custom_description_no_bullet = { - text = contract_assistance_interaction_condition_tt - subject = scope:actor - object = scope:recipient - } - show_as_tooltip = { - pay_short_term_gold = { - target = scope:recipient - gold = offer_assistance_interaction_gold_value - } - } - } - - # If we're a clan this interaction affects unity - add_clan_unity_interaction_effect = { - CHARACTER = scope:actor - TARGET = scope:recipient - VALUE = medium_unity_loss - DESC = clan_unity_request_assistance.desc - REVERSE_NON_HOUSE_TARGET = no - } - } - - on_decline = { - # Refusal notification - scope:actor = { trigger_event = char_interaction.0236 } - - # If we're a clan this interaction affects unity - add_clan_unity_interaction_effect = { - CHARACTER = scope:recipient - TARGET = scope:actor - VALUE = minor_unity_gain - DESC = clan_unity_request_assistance_decline.desc - REVERSE_NON_HOUSE_TARGET = no - } - } - - ai_accept = { - base = 0 # Reluctant to spend money without good reason - - # Recipient has low cash - modifier = { - add = { - value = 25 - if = { - limit = { - gold < 0 - } - add = { - value = 25 - multiply = debt_level - } - } - if = { # Very generous or vengeful characters *will* make poor decisions - limit = { - OR = { - ai_greed <= -50 - ai_vengefulness >= 50 - } - } - multiply = 0.5 - } - } - desc = AI_VALUE_MODIFIER_GREED - } - # Recipient has a lot of cash - modifier = { - add = { - value = -25 - if = { - limit = { - gold >= { - value = offer_assistance_interaction_gold_value - multiply = 2 - } - } - add = -50 - } - if = { - limit = { - gold >= { - value = offer_assistance_interaction_gold_value - multiply = 3 - } - } - add = -50 - } - } - gold >= offer_assistance_interaction_gold_value - desc = OA_AI_EXTRA_GOLD_REASON - } - # Recipient is not interested in help for certain wars - modifier = { - add = -500 - exists = scope:target - scope:target = { - OR = { - using_cb = peasant_war - using_cb = fp2_border_raid - } - } - desc = OA_AI_UNINTERESTED_WAR_REASON - } - modifier = { - add = { - value = scope:actor.martial - multiply = 2 - } - scope:actor = { martial >= 12 } - desc = OA_AI_MARTIAL_REASON - } - modifier = { - add = -50 - scope:recipient = { has_character_flag = fp2_contract_assistance_failure } - desc = OA_AI_FAILURE_REASON - } - # Opinion Factor - opinion_modifier = { - who = scope:recipient - opinion_target = scope:actor - multiplier = 0.25 - desc = AI_OPINION_REASON - } - - modifier = { - add = { - value = ai_greed - multiply = 0.2 - } - ai_greed <= 0.5 - desc = AI_VALUE_MODIFIER_GREED - } - - modifier = { - add = { - value = ai_boldness - multiply = 0.2 - } - NOT = { ai_boldness = 0 } - desc = AI_VALUE_MODIFIER_BOLDNESS - } - - # Allegiances - fp2_contracting_ally_modifier = { - WARMONGER = scope:actor - WARJOINER = scope:recipient - } - } - - ai_potential = { - # the AI cannot use it for now so let's block it - is_imprisoned = no - is_at_war = no - gold >= ai_war_chest_desired_gold_value - } - ai_target_quick_trigger = { adult = yes } - ai_targets = { - ai_recipients = neighboring_rulers - } - - ai_set_target = { - scope:actor = { - ordered_character_war = { #We offer our services for the war where the character is losing the most - limit = { - is_war_leader = prev - NOR = { - any_war_attacker = { this = scope:recipient } - any_war_defender = { this = scope:recipient } - } - save_temporary_scope_as = target - can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } - } - order_by = { - value = 0 - add = { - if = { - limit = { any_war_attacker = { this = scope:actor } } - subtract = attacker_war_score - } - else = { - subtract = defender_war_score - } - } - } - save_scope_as = target - } - } - } - - ai_targets = { - ai_recipients = peer_vassals - } - ai_frequency_by_tier = { - barony = 0 - county = 48 - duchy = 36 - kingdom = 36 - empire = 36 - hegemony = 0 - } - - ai_will_do = { - base = 0 - - modifier = { # AI is losing the war - trigger_if = { - limit = { exists = scope:target } - scope:target = { - trigger_if = { - limit = { - scope:actor = { is_attacker_in_war = prev } - } - defender_war_score >= offer_assistance_interaction_already_losing_value - } - trigger_else = { attacker_war_score >= offer_assistance_interaction_already_losing_value } - } - } - add = 15 - } - - modifier = { # Increase chance for asking family - scope:recipient = { - OR = { - dynasty = scope:actor.dynasty - is_consort_of = scope:actor - } - } - factor = 2 - } - - modifier = { # Decrease chance if army is small - trigger_if = { - limit = { exists = scope:target } - scope:target = { - trigger_if = { - limit = { - scope:recipient = { is_attacker_in_war = prev } - } - scope:actor.max_military_strength < war_defender_total_strength_tenth_value - } - trigger_else = { scope:actor.max_military_strength < war_attacker_total_strength_tenth_value } - } - } - add = -50 - } - - modifier = { # Increase chance for rivalry - trigger_if = { - limit = { exists = scope:target } - scope:target = { - any_war_participant = { - is_leader_in_war = scope:target - this != scope:actor - has_relation_rival = scope:recipient - } - } - } - add = 25 - } - - modifier = { # AI is extremely rich - short_term_gold >= ai_war_chest_desired_gold_value - add = 50 - } - } -} +# +#contract_assistance_interaction = { +# category = interaction_category_diplomacy +# interface_priority = 15 +# common_interaction = yes +# interface = interfere_in_war +# special_interaction = interfere_in_war_interaction +# popup_on_receive = yes +# pause_on_receive = yes +# +# ai_maybe = yes +# desc = contract_assistance_interaction_desc +# icon = icon_gold +# +# greeting = positive +# notification_text = contract_assistance_interaction_notification +# +# cooldown_against_recipient = { years = 5 } +# +# is_shown = { +# # Actor is Involved in Struggle +# scope:actor = { +# NOT = { government_has_flag = government_is_true_herder } +# OR = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_contract_assistance_interaction +# } +# culture = { has_cultural_parameter = unlocks_contract_assistance } +# OR = { government_has_flag = government_is_landless_adventurer government_has_flag = government_is_landless_minority } +# } +# } +# # Recipient is Involved in Struggle, at war, and not at war with Actor +# scope:recipient = { +# trigger_if = { +# limit = { +# scope:actor = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_contract_assistance_interaction +# } +# } +# } +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_contract_assistance_interaction +# } +# } +# is_at_war = yes +# NOR = { +# this = scope:actor +# is_at_war_with = scope:actor +# } +# } +# } +# +# has_valid_target = { +# exists = scope:target +# } +# +# has_valid_target_showing_failures_only = { +# scope:target = { is_war_leader = scope:recipient } +# } +# +# is_valid_showing_failures_only = { +# scope:recipient = { +# # Cannot demand gold from allies +# NOT = { is_allied_to = scope:actor } +# # Cannot rejoin a war you decided to leave +# trigger_if = { +# limit = { +# any_character_war = { +# has_variable_list = left_voluntarily +# } +# } +# custom_tooltip = { +# text = laamp_war_change_sides_interaction.left_voluntarily +# is_target_in_variable_list = { +# name = left_voluntarily +# target = scope:actor +# } +# } +# } +# } +# +# # Recipient is not in (any) war against your liege(s) +# trigger_if = { +# limit = { exists = scope:actor.liege } +# custom_description = { +# text = join_war_interaction_recipient_warring_with_my_liege +# subject = scope:recipient +# scope:actor = { +# NOT = { any_liege_or_above = { is_at_war_with = scope:recipient } } +# } +# } +# } +# +# # Cannot join wars with raised armies +# scope:actor = { +# has_raised_armies = no +# +# trigger_if = { +# limit = { +# has_government = landless_adventurer_government +# } +# custom_tooltip = { +# text = reinforce_soldiers_any_regiment_tt +# maa_regiments_count >= 1 +# } +# } +# } +# +# # Can only contract one war at a time +# custom_tooltip = { +# text = contract_assistance_war_already_contracted_tt +# scope:actor = { NOT = { has_variable = owed_contract_assistance_war } } +# } +# +# # Adventurers can't join wars in places they're exiled from. +# custom_tooltip = { +# text = the_wake_1 +# NOT = { +# is_laamp_exiled_from_province_trigger = { +# PROVINCE = scope:recipient.capital_province +# LAAMP = scope:actor +# } +# } +# } +# +# # Sensible restrictions to keep CulTrads from making this OP. +# scope:recipient = { +# custom_tooltip = { +# text = contract_assistance_tier_too_high_tt +# OR = { +# highest_held_title_tier = tier_county +# highest_held_title_tier >= scope:actor.highest_held_title_tier +# sub_realm_size >= scope:actor.sub_realm_size +# } +# } +# } +# scope:actor = { +# NOT = { highest_held_title_tier >= tier_empire } +# } +# } +# +# can_be_picked = { +# # Recipient is war leader in chosen war +# scope:target = { +# is_war_leader = scope:recipient +# # Cannot contract against allies +# trigger_if = { +# limit = { +# any_war_attacker = { this = scope:recipient } +# } +# NOT = { +# any_war_defender = { is_allied_to = scope:actor } +# } +# } +# trigger_else = { +# NOT = { +# any_war_attacker = { is_allied_to = scope:actor } +# } +# } +# # not already in target war +# custom_description = { +# text = join_war_interaction_already_in_target_war +# NOR = { +# any_war_attacker = { this = scope:actor } +# any_war_defender = { this = scope:actor } +# } +# } +# } +# # Liege checks +# can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:recipient JOINER = scope:actor } +# } +# +# is_highlighted = { +# scope:actor = { +# has_realm_law = camp_purpose_mercenaries +# } +# } +# on_accept = { +# # Add Actor to Recipient's war +# scope:target = { +# hidden_effect = { set_called_to = scope:actor } +# if = { +# limit = { is_attacker = scope:recipient } +# add_attacker = scope:actor +# } +# else = { add_defender = scope:actor } +# } +# # Actor effects +# scope:actor = { +# save_scope_as = contract_assistance_helper +# set_variable = { +# name = owed_contract_assistance_war +# value = scope:target +# } +# set_variable = { +# name = owed_contract_assistance_contribution +# value = offer_assistance_interaction_war_contribution_value +# } +# set_variable = { +# name = owed_contract_assistance_gold +# value = scope:recipient.offer_assistance_interaction_gold_value +# } +# stress_impact = { +# craven = medium_stress_impact_gain +# shy = minor_stress_impact_gain +# } +# +# # Struggle Catalyst +# if = { +# limit = { +# # Verify if vassal used to be independent +# any_character_struggle = { +# involvement = involved +# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { +# CATALYST = catalyst_join_war_as_assisant +# CHAR = scope:recipient +# } +# } +# } +# every_character_struggle = { +# involvement = involved +# limit = { +# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { +# CATALYST = catalyst_join_war_as_assisant +# CHAR = scope:recipient +# } +# } +# activate_struggle_catalyst = { +# catalyst = catalyst_join_war_as_assisant +# character = scope:actor +# } +# } +# } +# } +# # Recipient effects +# scope:recipient = { +# stress_impact = { +# greedy = medium_stress_impact_gain +# arrogant = medium_stress_impact_gain +# } +# custom_description_no_bullet = { +# text = contract_assistance_interaction_condition_tt +# subject = scope:recipient +# object = scope:actor +# } +# show_as_tooltip = { +# pay_short_term_gold = { +# target = scope:actor +# gold = offer_assistance_interaction_gold_value +# } +# } +# } +# +# # If we're a clan this interaction affects unity +# add_clan_unity_interaction_effect = { +# CHARACTER = scope:actor +# TARGET = scope:recipient +# VALUE = medium_unity_loss +# DESC = clan_unity_contract_assistance.desc +# REVERSE_NON_HOUSE_TARGET = no +# } +# } +# +# on_decline = { +# # Refusal notification +# scope:actor = { trigger_event = char_interaction.0236 } +# +# # If we're a clan this interaction affects unity +# add_clan_unity_interaction_effect = { +# CHARACTER = scope:recipient +# TARGET = scope:actor +# VALUE = minor_unity_gain +# DESC = clan_unity_contract_assistance_decline.desc +# REVERSE_NON_HOUSE_TARGET = no +# } +# } +# +# ai_accept = { +# base = 0 # Reluctant to spend money without good reason +# # Recipient already winning war +# modifier = { +# add = -50 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_winning_trigger = yes } +# } +# trigger_else = { +# any_character_war = { +# count = all # So predicted negative modifiers are treated seperately +# fp2_struggle_contract_assistance_war_winning_trigger = yes +# } +# } +# desc = OA_AI_WINNING_WAR_REASON +# } +# # Recipient losing war +# modifier = { +# add = 50 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_losing_trigger = yes } +# } +# trigger_else = { +# any_character_war = { fp2_struggle_contract_assistance_war_losing_trigger = yes } +# } +# desc = OA_AI_LOSING_WAR_REASON +# } +# # Recipient already significantly outnumbers enemy +# modifier = { +# add = -50 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_outnumbering_trigger = yes } +# } +# trigger_else = { +# any_character_war = { +# count = all # So predicted negative modifiers are treated seperately +# fp2_struggle_contract_assistance_war_outnumbering_trigger = yes +# } +# } +# desc = OA_AI_OUTNUMBER_ENEMY_REASON +# } +# # Recipient is outnumbered +# modifier = { +# add = 50 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# fp2_struggle_contract_assistance_war_outnumbered_minor_trigger = yes +# NOT = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } +# } +# } +# trigger_else = { +# any_character_war = { +# fp2_struggle_contract_assistance_war_outnumbered_minor_trigger = yes +# NOT = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } +# } +# } +# desc = OA_AI_OUTNUMBERED_MINOR_REASON +# } +# # Recipient is very outnumbered +# modifier = { +# add = 125 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } +# } +# trigger_else = { +# any_character_war = { fp2_struggle_contract_assistance_war_outnumbered_trigger = yes } +# } +# desc = OA_AI_OUTNUMBERED_REASON +# } +# # Recipient has low cash +# modifier = { +# add = { +# value = -50 +# if = { +# limit = { +# gold < 0 +# } +# add = -100 +# } +# if = { +# limit = { +# debt_level >= 2 +# } +# add = -200 +# } +# if = { # Very generous or vengeful characters *will* make poor decisions +# limit = { +# OR = { +# ai_greed <= -50 +# ai_vengefulness >= 50 +# } +# } +# multiply = 0.5 +# } +# } +# gold < offer_assistance_interaction_gold_value +# desc = OA_AI_CANNOT_AFFORD_REASON +# } +# # Recipient has a lot of cash +# modifier = { +# add = { +# value = 25 +# if = { +# limit = { +# gold >= { +# value = offer_assistance_interaction_gold_value +# multiply = 2 +# } +# } +# add = 50 +# } +# if = { +# limit = { +# gold >= { +# value = offer_assistance_interaction_gold_value +# multiply = 3 +# } +# } +# add = 50 +# } +# } +# gold >= offer_assistance_interaction_gold_value +# desc = OA_AI_EXTRA_GOLD_REASON +# } +# # Actor's troops would be little help +# modifier = { +# add = -50 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_insufficient_trigger = yes } +# } +# trigger_else = { +# any_character_war = { +# count = all # So predicted negative modifiers are treated seperately +# fp2_struggle_contract_assistance_war_insufficient_trigger = yes +# } +# } +# desc = OA_AI_FEW_TROOPS_REASON +# } +# # Recipient is fighting a defensive war +# modifier = { +# add = 25 +# trigger_if = { +# limit = { exists = scope:target } +# scope:target.casus_belli.primary_defender = scope:recipient +# } +# trigger_else = { +# scope:recipient = { +# any_character_war = { primary_defender = scope:recipient } +# } +# } +# desc = OA_AI_DEFENSIVE_WAR_REASON +# } +# # Recipient is not interested in help for certain wars +# modifier = { +# add = -300 +# exists = scope:target +# scope:target = { +# OR = { +# using_cb = peasant_war +# using_cb = fp2_border_raid +# } +# } +# desc = OA_AI_UNINTERESTED_WAR_REASON +# } +# modifier = { +# add = { +# value = scope:actor.martial +# multiply = 2 +# } +# scope:actor = { martial >= 12 } +# desc = OA_AI_MARTIAL_REASON +# } +# modifier = { +# add = -50 +# scope:actor = { has_character_flag = fp2_contract_assistance_failure } +# desc = OA_AI_FAILURE_REASON +# } +# # Opinion Factor +# opinion_modifier = { +# who = scope:recipient +# opinion_target = scope:actor +# multiplier = 0.25 +# desc = AI_OPINION_REASON +# } +# +# modifier = { +# add = { +# value = ai_greed +# multiply = -0.2 +# } +# ai_greed <= 0.5 +# desc = AI_VALUE_MODIFIER_GREED +# } +# +# modifier = { +# add = { +# value = ai_boldness +# multiply = -0.2 +# } +# NOT = { ai_boldness = 0 } +# desc = AI_VALUE_MODIFIER_BOLDNESS +# } +# +# modifier = { +# add = 50 +# desc = camp_purpose_mercenaries_reason +# scope:actor = { +# has_realm_law = camp_purpose_mercenaries +# } +# } +# # Allegiances +# # fp2_contracting_ally_modifier = { +# # WARMONGER = scope:recipient +# # WARJOINER = scope:actor +# # } +# } +# +# ai_potential = { +# is_imprisoned = no +# is_at_war = no +# ai_boldness >= -25 +# current_military_strength >= 500 +# } +# ai_target_quick_trigger = { adult = yes } +# ai_targets = { +# ai_recipients = neighboring_rulers +# } +# +# ai_set_target = { +# scope:recipient = { +# ordered_character_war = { #We offer our services for the war where the character is losing the most +# limit = { +# is_war_leader = prev +# NOR = { +# any_war_attacker = { this = scope:actor } +# any_war_defender = { this = scope:actor } +# } +# save_temporary_scope_as = target +# can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:recipient JOINER = scope:actor } +# } +# order_by = { +# value = 0 +# add = { +# if = { +# limit = { any_war_attacker = { this = scope:recipient } } +# subtract = attacker_war_score +# } +# else = { +# subtract = defender_war_score +# } +# } +# } +# save_scope_as = target +# } +# } +# } +# +# ai_targets = { +# ai_recipients = peer_vassals +# } +# # We need a quite high frequency as wars do not last forever +# ai_frequency_by_tier = { +# barony = 0 +# county = 24 +# duchy = 24 +# kingdom = 12 +# empire = 12 +# hegemony = 12 +# } +# +# ai_will_do = { +# base = 0 +# +# modifier = { # Increase chance if recipient is losing a war +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_losing_trigger = yes } +# } +# add = 25 +# } +# +# modifier = { # Increase chance with amount of gold of recipient over interaction cost +# factor = offer_assistance_interaction_gold_modifier_value +# } +# +# modifier = { # Increase chance if likes recipient more than enemy +# scope:actor = { +# save_temporary_opinion_value_as = { +# name = contract_assistance_actor_opinion +# target = scope:recipient +# } +# } +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# any_war_participant = { +# is_leader_in_war = scope:target +# this != scope:recipient +# reverse_opinion = { +# target = scope:actor +# value < scope:contract_assistance_actor_opinion +# } +# } +# } +# } +# add = 25 +# } +# +# modifier = { # Increase chance for family +# scope:recipient = { +# OR = { +# dynasty = scope:actor.dynasty +# is_consort_of = scope:actor +# } +# } +# add = 25 +# } +# +# modifier = { # Decrease chance if army is small +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { fp2_struggle_contract_assistance_war_insufficient_trigger = yes } +# } +# add = -50 +# } +# +# modifier = { # Increase chance for rivalry +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# any_war_participant = { +# is_leader_in_war = scope:target +# this != scope:recipient +# has_relation_rival = scope:actor +# } +# } +# } +# add = 25 +# } +# +# # Higher chance to target a human player +# modifier = { +# scope:recipient = { is_ai = no } +# factor = 2 +# } +# } +#} +# +################################################### +## Request Contract Assistance +## by Maxence Voleau +################################################### +# +#request_contract_assistance_interaction = { +# category = interaction_category_diplomacy +# interface_priority = 15 +# common_interaction = yes +# interface = call_ally +# special_interaction = call_ally_interaction +# popup_on_receive = yes +# pause_on_receive = yes +# +# ai_maybe = yes +# desc = request_contract_assistance_interaction_desc +# icon = icon_gold +# +# greeting = positive +# notification_text = request_contract_assistance_interaction_notification +# +# cooldown_against_recipient = { years = 5 } +# +# is_shown = { +# # Actor is Involved in Struggle +# scope:actor = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_contract_assistance_interaction +# } +# is_at_war = yes +# NOR = { +# this = scope:recipient +# is_at_war_with = scope:recipient +# } +# } +# # Recipient is Involved in Struggle, at war, and not at war with Actor +# scope:recipient = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_contract_assistance_interaction +# } +# } +# } +# +# has_valid_target = { +# exists = scope:target +# } +# +# has_valid_target_showing_failures_only = { +# scope:target = { +# is_war_leader = scope:actor +# +# # Cannot contract against allies +# trigger_if = { +# limit = { +# any_war_attacker = { this = scope:recipient } +# } +# NOT = { +# any_war_defender = { is_allied_to = scope:actor } +# } +# } +# trigger_else = { +# NOT = { +# any_war_attacker = { is_allied_to = scope:actor } +# } +# } +# } +# +# # Adventurers can't join wars in places they're exiled from. +# trigger_if = { +# limit = { +# scope:actor = { top_liege != this } +# } +# custom_tooltip = { +# text = the_wake_1 +# NOT = { +# is_laamp_exiled_from_province_trigger = { +# PROVINCE = scope:actor.capital_province +# LAAMP = scope:recipient +# } +# } +# } +# } +# } +# +# is_valid_showing_failures_only = { +# scope:recipient = { +# # Cannot demand gold from allies +# NOT = { is_allied_to = scope:actor } +# } +# # Actor is not in (any) war against Recipient's liege(s) +# trigger_if = { +# limit = { exists = scope:recipient.liege } +# custom_description = { +# text = join_war_interaction_recipient_warring_with_my_liege +# subject = scope:actor +# scope:recipient = { +# NOT = { +# any_liege_or_above = { is_at_war_with = scope:actor } +# } +# } +# } +# } +# +# # Cannot join wars with raised armies +# scope:recipient = { has_raised_armies = no } +# +# # Can only contract one war at a time +# custom_tooltip = { +# text = contract_assistance_war_already_contracted_tt +# scope:recipient = { +# NOT = { has_variable = owed_contract_assistance_war } +# } +# } +# } +# +# can_be_picked = { +# # Recipient is war leader in chosen war +# scope:target = { +# is_war_leader = scope:actor +# # not already in target war +# custom_description = { +# text = join_war_interaction_already_in_target_war +# NOR = { +# any_war_attacker = { this = scope:recipient } +# any_war_defender = { this = scope:recipient } +# } +# } +# } +# # Liege checks +# can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } +# } +# +# on_accept = { +# # Add Actor to Recipient's war +# scope:target = { +# hidden_effect = { set_called_to = scope:recipient } +# if = { +# limit = { is_attacker = scope:actor } +# add_attacker = scope:recipient +# } +# else = { add_defender = scope:recipient } +# } +# # Actor effects +# scope:recipient = { +# save_scope_as = contract_assistance_helper +# set_variable = { +# name = owed_contract_assistance_war +# value = scope:target +# } +# set_variable = { +# name = owed_contract_assistance_contribution +# value = offer_assistance_interaction_war_contribution_value +# } +# set_variable = { +# name = owed_contract_assistance_gold +# value = offer_assistance_interaction_gold_value +# } +# stress_impact = { +# craven = medium_stress_impact_gain +# shy = minor_stress_impact_gain +# } +# +# +# # Struggle Catalyst +# if = { +# limit = { +# # Verify if vassal used to be independent +# any_character_struggle = { +# involvement = involved +# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { +# CATALYST = catalyst_join_war_as_assisant +# CHAR = scope:recipient +# } +# } +# } +# every_character_struggle = { +# involvement = involved +# limit = { +# activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { +# CATALYST = catalyst_join_war_as_assisant +# CHAR = scope:recipient +# } +# } +# activate_struggle_catalyst = { +# catalyst = catalyst_join_war_as_assisant +# character = scope:recipient +# } +# } +# } +# } +# # Recipient effects +# scope:actor = { +# stress_impact = { +# greedy = medium_stress_impact_gain +# arrogant = medium_stress_impact_gain +# } +# custom_description_no_bullet = { +# text = contract_assistance_interaction_condition_tt +# subject = scope:actor +# object = scope:recipient +# } +# show_as_tooltip = { +# pay_short_term_gold = { +# target = scope:recipient +# gold = offer_assistance_interaction_gold_value +# } +# } +# } +# +# # If we're a clan this interaction affects unity +# add_clan_unity_interaction_effect = { +# CHARACTER = scope:actor +# TARGET = scope:recipient +# VALUE = medium_unity_loss +# DESC = clan_unity_request_assistance.desc +# REVERSE_NON_HOUSE_TARGET = no +# } +# } +# +# on_decline = { +# # Refusal notification +# scope:actor = { trigger_event = char_interaction.0236 } +# +# # If we're a clan this interaction affects unity +# add_clan_unity_interaction_effect = { +# CHARACTER = scope:recipient +# TARGET = scope:actor +# VALUE = minor_unity_gain +# DESC = clan_unity_request_assistance_decline.desc +# REVERSE_NON_HOUSE_TARGET = no +# } +# } +# +# ai_accept = { +# base = 0 # Reluctant to spend money without good reason +# +# # Recipient has low cash +# modifier = { +# add = { +# value = 25 +# if = { +# limit = { +# gold < 0 +# } +# add = { +# value = 25 +# multiply = debt_level +# } +# } +# if = { # Very generous or vengeful characters *will* make poor decisions +# limit = { +# OR = { +# ai_greed <= -50 +# ai_vengefulness >= 50 +# } +# } +# multiply = 0.5 +# } +# } +# desc = AI_VALUE_MODIFIER_GREED +# } +# # Recipient has a lot of cash +# modifier = { +# add = { +# value = -25 +# if = { +# limit = { +# gold >= { +# value = offer_assistance_interaction_gold_value +# multiply = 2 +# } +# } +# add = -50 +# } +# if = { +# limit = { +# gold >= { +# value = offer_assistance_interaction_gold_value +# multiply = 3 +# } +# } +# add = -50 +# } +# } +# gold >= offer_assistance_interaction_gold_value +# desc = OA_AI_EXTRA_GOLD_REASON +# } +# # Recipient is not interested in help for certain wars +# modifier = { +# add = -500 +# exists = scope:target +# scope:target = { +# OR = { +# using_cb = peasant_war +# using_cb = fp2_border_raid +# } +# } +# desc = OA_AI_UNINTERESTED_WAR_REASON +# } +# modifier = { +# add = { +# value = scope:actor.martial +# multiply = 2 +# } +# scope:actor = { martial >= 12 } +# desc = OA_AI_MARTIAL_REASON +# } +# modifier = { +# add = -50 +# scope:recipient = { has_character_flag = fp2_contract_assistance_failure } +# desc = OA_AI_FAILURE_REASON +# } +# # Opinion Factor +# opinion_modifier = { +# who = scope:recipient +# opinion_target = scope:actor +# multiplier = 0.25 +# desc = AI_OPINION_REASON +# } +# +# modifier = { +# add = { +# value = ai_greed +# multiply = 0.2 +# } +# ai_greed <= 0.5 +# desc = AI_VALUE_MODIFIER_GREED +# } +# +# modifier = { +# add = { +# value = ai_boldness +# multiply = 0.2 +# } +# NOT = { ai_boldness = 0 } +# desc = AI_VALUE_MODIFIER_BOLDNESS +# } +# +# # Allegiances +# fp2_contracting_ally_modifier = { +# WARMONGER = scope:actor +# WARJOINER = scope:recipient +# } +# } +# +# ai_potential = { +# # the AI cannot use it for now so let's block it +# is_imprisoned = no +# is_at_war = no +# gold >= ai_war_chest_desired_gold_value +# } +# ai_target_quick_trigger = { adult = yes } +# ai_targets = { +# ai_recipients = neighboring_rulers +# } +# +# ai_set_target = { +# scope:actor = { +# ordered_character_war = { #We offer our services for the war where the character is losing the most +# limit = { +# is_war_leader = prev +# NOR = { +# any_war_attacker = { this = scope:recipient } +# any_war_defender = { this = scope:recipient } +# } +# save_temporary_scope_as = target +# can_join_war_liege_vassal_check_trigger = { WARRIOR = scope:actor JOINER = scope:recipient } +# } +# order_by = { +# value = 0 +# add = { +# if = { +# limit = { any_war_attacker = { this = scope:actor } } +# subtract = attacker_war_score +# } +# else = { +# subtract = defender_war_score +# } +# } +# } +# save_scope_as = target +# } +# } +# } +# +# ai_targets = { +# ai_recipients = peer_vassals +# } +# ai_frequency_by_tier = { +# barony = 0 +# county = 48 +# duchy = 36 +# kingdom = 36 +# empire = 36 +# hegemony = 0 +# } +# +# ai_will_do = { +# base = 0 +# +# modifier = { # AI is losing the war +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# trigger_if = { +# limit = { +# scope:actor = { is_attacker_in_war = prev } +# } +# defender_war_score >= offer_assistance_interaction_already_losing_value +# } +# trigger_else = { attacker_war_score >= offer_assistance_interaction_already_losing_value } +# } +# } +# add = 15 +# } +# +# modifier = { # Increase chance for asking family +# scope:recipient = { +# OR = { +# dynasty = scope:actor.dynasty +# is_consort_of = scope:actor +# } +# } +# factor = 2 +# } +# +# modifier = { # Decrease chance if army is small +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# trigger_if = { +# limit = { +# scope:recipient = { is_attacker_in_war = prev } +# } +# scope:actor.max_military_strength < war_defender_total_strength_tenth_value +# } +# trigger_else = { scope:actor.max_military_strength < war_attacker_total_strength_tenth_value } +# } +# } +# add = -50 +# } +# +# modifier = { # Increase chance for rivalry +# trigger_if = { +# limit = { exists = scope:target } +# scope:target = { +# any_war_participant = { +# is_leader_in_war = scope:target +# this != scope:actor +# has_relation_rival = scope:recipient +# } +# } +# } +# add = 25 +# } +# +# modifier = { # AI is extremely rich +# short_term_gold >= ai_war_chest_desired_gold_value +# add = 50 +# } +# } +#} ################################################## # Enforce Truce diff --git a/common/character_interactions/09_mpo_interactions.txt b/common/character_interactions/09_mpo_interactions.txt index 7c074f91..e6f83ae9 100644 --- a/common/character_interactions/09_mpo_interactions.txt +++ b/common/character_interactions/09_mpo_interactions.txt @@ -815,17 +815,17 @@ add = 25 } - modifier = { # FP3 modifier. - desc = GENERIC_YOUR_PIETY_LEVEL_MODIFIER - trigger = { scope:actor = { any_character_struggle = { has_struggle_phase_parameter = piety_level_affects_vassalage_acceptance } } } - add = { - value = { - value = scope:actor.piety_level - subtract = low_piety_level - } - multiply = 10 - } - } +# modifier = { # FP3 modifier. +# desc = GENERIC_YOUR_PIETY_LEVEL_MODIFIER +# trigger = { scope:actor = { any_character_struggle = { has_struggle_phase_parameter = piety_level_affects_vassalage_acceptance } } } +# add = { +# value = { +# value = scope:actor.piety_level +# subtract = low_piety_level +# } +# multiply = 10 +# } +# } # OPINION INFLUENCE modifier = { @@ -9202,17 +9202,17 @@ mpo_offer_submission_or_ruin = { add = 100 } - modifier = { # FP3 modifier. - desc = GENERIC_YOUR_PIETY_LEVEL_MODIFIER - trigger = { scope:actor = { any_character_struggle = { has_struggle_phase_parameter = piety_level_affects_vassalage_acceptance } } } - add = { - value = { - value = scope:actor.piety_level - subtract = low_piety_level - } - multiply = 10 - } - } +# modifier = { # FP3 modifier. +# desc = GENERIC_YOUR_PIETY_LEVEL_MODIFIER +# trigger = { scope:actor = { any_character_struggle = { has_struggle_phase_parameter = piety_level_affects_vassalage_acceptance } } } +# add = { +# value = { +# value = scope:actor.piety_level +# subtract = low_piety_level +# } +# multiply = 10 +# } +# } # OPINION INFLUENCE modifier = { @@ -9684,10 +9684,10 @@ mpo_offer_submission_or_ruin = { remove_character_modifier = event_bonus_to_vassal_accept } - if = { # FP3 - limit = { any_character_struggle = { has_struggle_phase_parameter = offer_vassalization_removes_disloyalty } } - scope:recipient = { remove_trait = disloyal } - } +# if = { # FP3 +# limit = { any_character_struggle = { has_struggle_phase_parameter = offer_vassalization_removes_disloyalty } } +# scope:recipient = { remove_trait = disloyal } +# } } } diff --git a/common/council_tasks/00_court_chaplain_tasks.txt b/common/council_tasks/00_court_chaplain_tasks.txt index 5a509c07..66d09691 100644 --- a/common/council_tasks/00_court_chaplain_tasks.txt +++ b/common/council_tasks/00_court_chaplain_tasks.txt @@ -1218,17 +1218,17 @@ task_conversion = { } # Struggle parameters - scope:councillor_liege = { - if = { - limit = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = piety_from_converting_county - } - } - add_piety = medium_piety_gain - } - } +# scope:councillor_liege = { +# if = { +# limit = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = piety_from_converting_county +# } +# } +# add_piety = medium_piety_gain +# } +# } # Message for vassals trigger_event = court_chaplain_task.8002 } diff --git a/common/decisions/00_holy_order_decisions.txt b/common/decisions/00_holy_order_decisions.txt index 1483218f..39c7a39e 100644 --- a/common/decisions/00_holy_order_decisions.txt +++ b/common/decisions/00_holy_order_decisions.txt @@ -40,28 +40,28 @@ create_holy_order_decision = { } } - trigger_if = { - limit = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } - NOT = { - any_sub_realm_barony = { - is_under_holy_order_lease = yes - } - } - } +# trigger_if = { +# limit = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } +# NOT = { +# any_sub_realm_barony = { +# is_under_holy_order_lease = yes +# } +# } +# } OR = { - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } highest_held_title_tier >= tier_kingdom any_held_county = { any_in_de_jure_hierarchy = { @@ -93,16 +93,16 @@ create_holy_order_decision = { } is_valid = { +# trigger_if = { +# limit = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# } +# highest_held_title_tier >= tier_duchy +# } trigger_if = { - limit = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - } - highest_held_title_tier >= tier_duchy - } - trigger_else = { custom_description = { text = "is_king_or_emperor" highest_held_title_tier >= tier_kingdom diff --git a/common/decisions/00_lifestyle_decisions.txt b/common/decisions/00_lifestyle_decisions.txt index fcf8e1fc..d095f236 100644 --- a/common/decisions/00_lifestyle_decisions.txt +++ b/common/decisions/00_lifestyle_decisions.txt @@ -158,13 +158,13 @@ sale_of_titles_decision = { is_landed = yes OR = { has_perk = at_any_cost_perk - AND = { - highest_held_title_tier >= tier_kingdom - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher - } - } +# AND = { +# highest_held_title_tier >= tier_kingdom +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher +# } +# } } } @@ -179,7 +179,7 @@ sale_of_titles_decision = { highest_held_title_tier >= tier_kingdom any_character_struggle = { involvement = involved - has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher +# has_struggle_phase_parameter = unlocks_sell_minor_title_for_kings_and_higher } } } @@ -378,13 +378,13 @@ commission_epic_decision = { exists = house OR = { has_perk = writing_history_perk - AND = { - top_liege = this - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_epic_commission_for_independent_rulers - } - } +# AND = { +# top_liege = this +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_epic_commission_for_independent_rulers +# } +# } } is_landless_adventurer = no } diff --git a/common/decisions/00_trait_decisions.txt b/common/decisions/00_trait_decisions.txt index 8ff5409d..dfd2e249 100644 --- a/common/decisions/00_trait_decisions.txt +++ b/common/decisions/00_trait_decisions.txt @@ -37,9 +37,9 @@ deceitful_progress_hostile_schemes_decision = { is_shown = { OR = { has_trait = deceitful - any_character_struggle = { - has_struggle_phase_parameter = unlocks_expedite_scheme_decision - } +# any_character_struggle = { +# has_struggle_phase_parameter = unlocks_expedite_scheme_decision +# } } } diff --git a/common/script_values/00_culture_values.txt b/common/script_values/00_culture_values.txt index eb2a166d..b93231b6 100644 --- a/common/script_values/00_culture_values.txt +++ b/common/script_values/00_culture_values.txt @@ -195,26 +195,26 @@ hybridization_threshold_value = { multiply = 2 } # Struggles - if = { - limit = { - exists = scope:culture - root = { - OR = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers - is_culture_involved_in_struggle = scope:culture - } - any_character_struggle = { - involvement = interloper - has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers - is_culture_involved_in_struggle = scope:culture - } - } - } - } - multiply = 0.5 - } +# if = { +# limit = { +# exists = scope:culture +# root = { +# OR = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers +# is_culture_involved_in_struggle = scope:culture +# } +# any_character_struggle = { +# involvement = interloper +# has_struggle_phase_parameter = easier_culture_hybridising_for_involved_and_interlopers +# is_culture_involved_in_struggle = scope:culture +# } +# } +# } +# } +# multiply = 0.5 +# } # Events if = { limit = { diff --git a/common/script_values/02_religion_values.txt b/common/script_values/02_religion_values.txt index 51cdbb2b..880ab878 100644 --- a/common/script_values/02_religion_values.txt +++ b/common/script_values/02_religion_values.txt @@ -4141,25 +4141,25 @@ faith_conversion_cost_mult = { } } # Cheaper if you're an interloper in a struggle converting to an involved faith. - if = { - limit = { - scope:character = { - any_character_struggle = { - involvement = interloper - has_struggle_phase_parameter = cheaper_to_convert_to_struggle_faith - is_faith_involved_in_struggle = scope:new_faith - } - } - } - multiply = { - value = 1 - subtract = { - desc = struggle_parameter_cheaper_to_convert_to_struggle_faith - format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD" - value = 0.5 - } - } - } +# if = { +# limit = { +# scope:character = { +# any_character_struggle = { +# involvement = interloper +# has_struggle_phase_parameter = cheaper_to_convert_to_struggle_faith +# is_faith_involved_in_struggle = scope:new_faith +# } +# } +# } +# multiply = { +# value = 1 +# subtract = { +# desc = struggle_parameter_cheaper_to_convert_to_struggle_faith +# format = "BREAKDOWN_FORMAT_PIETY_PERCENTAGE_POSITIVE_IS_BAD" +# value = 0.5 +# } +# } +# } ################################################ # Conversion Discount from Confucian Education diff --git a/common/script_values/99_court_chaplain_values.txt b/common/script_values/99_court_chaplain_values.txt index f4b93395..8565e4d5 100644 --- a/common/script_values/99_court_chaplain_values.txt +++ b/common/script_values/99_court_chaplain_values.txt @@ -980,33 +980,33 @@ court_chaplain_conversion_contextual_bonuses = { # Struggle Bonuses/Penalties ## Boost conversion in some phases. - if = { - limit = { - exists = scope:county - scope:county = { - any_county_struggle = { has_struggle_phase_parameter = county_faith_conversion_in_region_proceeds_faster } - } - } - add = { - value = scope:councillor.boost_county_conversion_phase_bonus_value - desc = CHAPLAIN_CONVERT_COUNTY_STRUGGLE_BONUS - } - } - ## Reduce it in others. - if = { - limit = { - exists = scope:county - scope:county = { - any_county_struggle = { - has_struggle_phase_parameter = county_faith_conversion_in_region_proceeds_slower - } - } - } - add = { - value = scope:councillor.boost_county_conversion_phase_malus_value - desc = CHAPLAIN_CONVERT_COUNTY_STRUGGLE_PENALTY - } - } +# if = { +# limit = { +# exists = scope:county +# scope:county = { +# any_county_struggle = { has_struggle_phase_parameter = county_faith_conversion_in_region_proceeds_faster } +# } +# } +# add = { +# value = scope:councillor.boost_county_conversion_phase_bonus_value +# desc = CHAPLAIN_CONVERT_COUNTY_STRUGGLE_BONUS +# } +# } +# ## Reduce it in others. +# if = { +# limit = { +# exists = scope:county +# scope:county = { +# any_county_struggle = { +# has_struggle_phase_parameter = county_faith_conversion_in_region_proceeds_slower +# } +# } +# } +# add = { +# value = scope:councillor.boost_county_conversion_phase_malus_value +# desc = CHAPLAIN_CONVERT_COUNTY_STRUGGLE_PENALTY +# } +# } # FP3 ending if = { diff --git a/common/scripted_triggers/03_fp2_scripted_triggers.txt b/common/scripted_triggers/03_fp2_scripted_triggers.txt index a4ed440a..59118e54 100644 --- a/common/scripted_triggers/03_fp2_scripted_triggers.txt +++ b/common/scripted_triggers/03_fp2_scripted_triggers.txt @@ -725,10 +725,10 @@ fp2_eligible_for_yearly_events_trigger = { fp2_purchase_truce_interaction_soft_requirements_trigger = { OR = { always = no - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_truce_purchasing_interaction - } +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_truce_purchasing_interaction +# } has_perk = defensive_negotiations_perk culture = { has_cultural_parameter = unlocks_purchase_truce } } diff --git a/common/vassal_stances/00_vassal_stances.txt b/common/vassal_stances/00_vassal_stances.txt index d6652928..fa611a80 100644 --- a/common/vassal_stances/00_vassal_stances.txt +++ b/common/vassal_stances/00_vassal_stances.txt @@ -820,15 +820,15 @@ minority = { culture = { cultural_acceptance = { target = scope:liege.culture value < 30 } } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance - } - culture = { - cultural_acceptance = { target = scope:liege.culture value < 70 } - } - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance +# } +# culture = { +# cultural_acceptance = { target = scope:liege.culture value < 70 } +# } +# } } } } @@ -938,15 +938,15 @@ minority = { culture = { cultural_acceptance = { target = scope:liege.culture value < 30 } } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance - } - culture = { - cultural_acceptance = { target = scope:liege.culture value < 70 } - } - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = struggle_different_culture_more_likely_to_use_minority_stance +# } +# culture = { +# cultural_acceptance = { target = scope:liege.culture value < 70 } +# } +# } } } } diff --git a/events/activities/coronation_activity/coronation_events_1.txt b/events/activities/coronation_activity/coronation_events_1.txt index 60d930a7..bf3217cd 100644 --- a/events/activities/coronation_activity/coronation_events_1.txt +++ b/events/activities/coronation_activity/coronation_events_1.txt @@ -8592,29 +8592,29 @@ coronation_events.1032 = { NOT = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes } } } - trigger_if = { - limit = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } - NOT = { - any_sub_realm_barony = { - is_under_holy_order_lease = yes - } - } - } +# trigger_if = { +# limit = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } +# NOT = { +# any_sub_realm_barony = { +# is_under_holy_order_lease = yes +# } +# } +# } OR = { - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } highest_held_title_tier >= tier_kingdom any_held_county = { any_in_de_jure_hierarchy = { @@ -8666,29 +8666,29 @@ coronation_events.1032 = { NOT = { fp1_valid_norse_faith_for_jomsvikings_trigger = yes } } } - trigger_if = { - limit = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } - NOT = { - any_sub_realm_barony = { - is_under_holy_order_lease = yes - } - } - } +# trigger_if = { +# limit = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } +# NOT = { +# any_sub_realm_barony = { +# is_under_holy_order_lease = yes +# } +# } +# } OR = { - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = holy_order_can_be_created_by_dukes - } - highest_held_title_tier >= tier_duchy - } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = holy_order_can_be_created_by_dukes +# } +# highest_held_title_tier >= tier_duchy +# } highest_held_title_tier >= tier_kingdom any_held_county = { any_in_de_jure_hierarchy = { diff --git a/events/activities/coronation_activity/coronation_events_6.txt b/events/activities/coronation_activity/coronation_events_6.txt index e0745fc0..100202a0 100644 --- a/events/activities/coronation_activity/coronation_events_6.txt +++ b/events/activities/coronation_activity/coronation_events_6.txt @@ -1296,33 +1296,33 @@ coronation_events.6010 = { NOT = { has_diarchy_parameter = can_be_instantly_dismissed } } } - AND = { - is_powerful_vassal_of = scope:host - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_claim_throne_for_powerful_vassals - is_secondary_character_involvement_involved_trigger = { - CHAR = scope:host - } - } - } - AND = { - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_claim_throne_for_all - is_secondary_character_involvement_involved_trigger = { - CHAR = scope:host - } - } - } - AND = { - exists = title:d_sunni.holder - is_vassal_of = title:d_sunni.holder - any_character_struggle = { - involvement = involved - has_struggle_phase_parameter = unlocks_claim_throne_for_caliph_vassals - } - } +# AND = { +# is_powerful_vassal_of = scope:host +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_claim_throne_for_powerful_vassals +# is_secondary_character_involvement_involved_trigger = { +# CHAR = scope:host +# } +# } +# } +# AND = { +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_claim_throne_for_all +# is_secondary_character_involvement_involved_trigger = { +# CHAR = scope:host +# } +# } +# } +# AND = { +# exists = title:d_sunni.holder +# is_vassal_of = title:d_sunni.holder +# any_character_struggle = { +# involvement = involved +# has_struggle_phase_parameter = unlocks_claim_throne_for_caliph_vassals +# } +# } has_character_flag = confederation_claim_throne } has_activity_intent = coronation_disrupt_loyalists diff --git a/events/scheme_events/sway_scheme/sway_outcome_events.txt b/events/scheme_events/sway_scheme/sway_outcome_events.txt index c361fe2c..78d9e18e 100644 --- a/events/scheme_events/sway_scheme/sway_outcome_events.txt +++ b/events/scheme_events/sway_scheme/sway_outcome_events.txt @@ -292,26 +292,26 @@ sway_outcome.1002 = { add_prestige = minor_prestige_gain scope:target = { - if = { - limit = { - any_character_struggle = { - is_struggle_type = persian_struggle - has_struggle_phase_parameter = fp3_sway_vassals_removes_disloyalty - } - } - add_opinion = { - target = scope:owner - modifier = scheme_sway_and_compelled_to_submit_opinion - opinion = 50 - } - } - else = { +# if = { +# limit = { +# any_character_struggle = { +# is_struggle_type = persian_struggle +# has_struggle_phase_parameter = fp3_sway_vassals_removes_disloyalty +# } +# } +# add_opinion = { +# target = scope:owner +# modifier = scheme_sway_and_compelled_to_submit_opinion +# opinion = 50 +# } +# } +# else = { add_opinion = { target = scope:owner modifier = scheme_sway_opinion opinion = 50 } - } +# } scope:owner = { if = { limit = { diff --git a/history/characters/NEOW_russia.txt b/history/characters/NEOW_russia.txt index 2906868c..bdb4e727 100644 --- a/history/characters/NEOW_russia.txt +++ b/history/characters/NEOW_russia.txt @@ -223,17 +223,3 @@ russia0014 = { death = yes } } - -kazakh0001 = { - name = "Jandos" - religion = "temiri" - culture = NEOW_kazakh - - sexuality = heterosexual - 2523.5.8 = { - birth = yes - } - 2600.1.1 = { - death = yes - } -} \ No newline at end of file diff --git a/history/provinces/e_volga-ural.txt b/history/provinces/e_volga-ural.txt index 780e6182..dc4fe07f 100644 --- a/history/provinces/e_volga-ural.txt +++ b/history/provinces/e_volga-ural.txt @@ -1336,7 +1336,7 @@ 618 = { #Atyrau culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7222 = { #Taisugan #On map CCC as "Tajsujgan", between Uralsk & the Caspian Sea @@ -1354,14 +1354,14 @@ 5317 = { #Saraychiq culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } ###c_sagiz 7227 = { #Sagiz culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7226 = { #Ulu-Uil #River name, found on map AAA ("Ulu Uil R."), north of Caspian Sea @@ -1376,7 +1376,7 @@ 7230 = { #Kainar culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7231 = { #Zarapan #Can be found on map AAA, north-east of the Caspian Sea @@ -1388,7 +1388,7 @@ #As "Baïsary" on map BBB, north west of the Aral Sea culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7236 = { #Sorkul #Lake "Sor Koul" on map BBB, just south west of "Baïsary" in the upper left part of the map @@ -1405,7 +1405,7 @@ #Appears as "Mana-Taou" on map BBB, at latitude 50° & longitutde 48° culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7223 = { #Kyz Imchik #As "Kyz Imtchik" on map BBB, south of Iletsk @@ -1416,7 +1416,7 @@ 5349 = { #Zhaltyr #river name culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 5318 = { #Kalmikovsky holding = none @@ -1437,7 +1437,7 @@ #Lake "Djaksy Baï" on map BBB at latitude 49° & longitutde 49° culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7225 = { #Isanbai #As "Isan-bai" on map AAA, just west of Kara Tau Mountains @@ -1462,7 +1462,7 @@ #As "Bassagha mountain" on map AAA, north east of the Caspian Sea culture = NEOW_kazakh religion = temiri - holding = nomad_holding + holding = tribal_holding } 7234 = { #Temir #Temir River, on map AAA, south of "Bassagha Mt." & "Karan Tan Mountains"