Scripts untriggered
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96
N3OW/common/scripted_triggers/00_government_triggers.txt
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96
N3OW/common/scripted_triggers/00_government_triggers.txt
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should_apply_tribal_development_penalty_trigger = {
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government_has_flag = government_is_tribal
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NOR = {
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any_liege_or_above = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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}
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}
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any_vassal_or_below = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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}
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}
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any_neighboring_top_liege_realm_owner = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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}
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tier_difference = {
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target = prev
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value < -1
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}
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}
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scope:county ?= {
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holder ?= {
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any_neighboring_realm_same_rank_owner = {
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OR = {
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government_has_flag = government_is_feudal
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government_has_flag = government_is_clan
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}
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}
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}
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}
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}
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}
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faith_qualifies_for_west_african_pagan_feudalisation_trigger = {
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faith = {
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# Unreformed West African Pagans are our targets.
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OR = {
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religion = religion:akom_religion
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religion = religion:west_african_religion
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religion = religion:west_african_bori_religion
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religion = religion:west_african_orisha_religion
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religion = religion:west_african_roog_religion
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}
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custom_tooltip = {
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text = faith_qualifies_for_west_african_pagan_feudalisation_trigger.tt
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has_doctrine_parameter = unreformed
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}
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}
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}
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should_use_temple_character_background_trigger = {
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trigger_if = {
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limit = { is_landed = yes }
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OR = {
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government_has_flag = government_is_theocracy
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has_government = mandala_government
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}
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}
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trigger_else = {
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OR = {
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has_trait = order_member
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has_council_position = councillor_court_chaplain
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government_has_flag = government_is_theocracy
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is_clergy = yes
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}
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}
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}
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has_mandala_culture_trigger = {
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culture = {
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OR = {
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has_cultural_pillar = heritage_austronesian
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has_cultural_pillar = heritage_tai
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has_cultural_pillar = heritage_mon_khmer
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has_cultural_pillar = heritage_viet
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has_cultural_pillar = heritage_indo_aryan
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has_cultural_pillar = heritage_burman
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}
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}
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}
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has_mandala_faith_trigger = {
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custom_description = {
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text = "hof_interaction_unreformed_faith"
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NOT = {
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faith = { has_doctrine_parameter = unreformed }
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}
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}
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#faith = { has_doctrine = doctrine_polytheist }
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}
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991
N3OW/common/scripted_triggers/00_war_and_peace_triggers.txt
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991
N3OW/common/scripted_triggers/00_war_and_peace_triggers.txt
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###TRIGGER LIST
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#prisoner_gives_warscore_for_trigger - takes WAR and CHARACTER (primary enemy or one of their top 3 player heirs)
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at_war_with_any_coreligionist_trigger = {
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any_character_war = {
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casus_belli = {
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OR = {
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primary_attacker = {
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is_at_war_with = root
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faith = root.faith
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}
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primary_defender = {
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is_at_war_with = root
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faith = root.faith
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}
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}
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}
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}
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}
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at_war_with_any_non_coreligionist_trigger = {
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any_character_war = {
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casus_belli = {
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OR = {
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primary_attacker = {
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is_at_war_with = root
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faith != root.faith
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}
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primary_defender = {
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is_at_war_with = root
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faith != root.faith
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}
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}
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}
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}
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}
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at_war_only_with_coreligionists_trigger = {
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is_at_war = yes
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NOT = {
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any_character_war = {
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casus_belli = {
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OR = {
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primary_attacker = {
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is_at_war_with = root
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faith != root.faith
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}
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primary_defender = {
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is_at_war_with = root
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faith != root.faith
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}
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}
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}
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}
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}
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}
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joiner_not_already_in_another_war_with_any_target_war_participants_trigger = {
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###Triggers to make sure the recipient doesn't end up in a war with someone they already have a war with###
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# $WARRIOR$ — the already-warring character, actor in call / recipient in offer
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# $JOINER$ — the ally, recipient in call / actor in offer
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#Set the primary enemy
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trigger_if = {
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limit = { scope:target = { primary_attacker = $WARRIOR$ } }
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scope:target = { primary_defender = { save_temporary_scope_as = primary_enemy } }
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}
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trigger_else = {
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scope:target = { primary_attacker = { save_temporary_scope_as = primary_enemy } }
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}
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$JOINER$ = {
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#recipient can't already be at war with the primary_enemy
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custom_description = {
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text = "is_already_war_enemy_of_primary_enemy"
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subject = $JOINER$
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object = scope:primary_enemy
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NOT = {
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any_war_enemy = { this = scope:primary_enemy }
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}
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}
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#recipient can't already be at war with another enemy in target war
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custom_description = {
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text = "is_war_enemy_with_another_target_war_enemy"
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subject = $JOINER$
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NOT = {
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any_war_enemy = {
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this != scope:primary_enemy #Already handled above
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OR = {
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AND = {
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scope:target = { primary_defender = scope:primary_enemy }
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is_defender_in_war = scope:target
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}
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AND = {
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scope:target = { primary_attacker = scope:primary_enemy }
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is_attacker_in_war = scope:target
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}
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}
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}
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}
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}
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#recipient can't have a war enemy who is on actor's side in this war
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custom_description = {
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text = "is_war_enemy_with_my_war_ally"
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subject = $JOINER$
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NOT = {
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any_war_enemy = {
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OR = {
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AND = {
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scope:target = { primary_defender = $WARRIOR$ }
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is_defender_in_war = scope:target
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}
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AND = {
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scope:target = { primary_attacker = $WARRIOR$ }
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is_attacker_in_war = scope:target
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}
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}
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}
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}
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}
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#recipient can't be on the same side in another war with primary_enemy
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custom_description = {
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text = "is_war_ally_of_primary_enemy"
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subject = $JOINER$
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object = scope:primary_enemy
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NOT = {
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any_character_war = {
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OR = {
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AND = {
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is_defender = $JOINER$
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any_war_defender = { this = scope:primary_enemy }
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}
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AND = {
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is_attacker = $JOINER$
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any_war_attacker = { this = scope:primary_enemy }
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}
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}
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}
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}
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}
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#recipient can't be on the same side in another war with another enemy in the target war
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custom_description = {
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text = "is_war_ally_of_another_target_enemy"
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subject = $JOINER$
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NOT = {
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any_war_ally = {
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this != scope:primary_enemy #Already handled above
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OR = {
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AND = {
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scope:target = { primary_defender = scope:primary_enemy }
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is_defender_in_war = scope:target
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}
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AND = {
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scope:target = { primary_attacker = scope:primary_enemy }
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is_attacker_in_war = scope:target
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}
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}
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}
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}
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}
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}
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}
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can_potentially_call_ally_trigger = {
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# Can never call vassals to your own wars (their obligations are met via taxes and levies!)
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custom_description = {
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text = cannot_call_vassal_to_war
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$JOINER$ = {
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trigger_if = {
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limit = {
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NOT = {
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# Diarchs can join against other vassals.
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this ?= $WARRIOR$.diarch
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# Confederation members can join the confederation leader's defensive wars
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AND = {
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is_confederation_member = yes
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$WARRIOR$ = {
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is_member_of_confederation = $JOINER$.confederation
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}
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}
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}
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}
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NOT = {
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target_is_liege_or_above = $WARRIOR$
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}
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}
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}
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}
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# Can never call your liege to your own wars (they protect you only from foreign invaders, by being the war target instead of you) -- Unless you have the Nomadic Contract Right
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custom_description = {
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text = cannot_call_liege_to_war
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$JOINER$ = {
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trigger_if = {
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limit = {
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target_is_vassal_or_below = $WARRIOR$
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$WARRIOR$ = {
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vassal_contract_has_flag = vassal_contract_liege_forced_war_override
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}
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}
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always = yes
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}
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trigger_else_if = {
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limit = {
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$JOINER$ = {
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NOT = {
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target_is_vassal_or_below = $WARRIOR$
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}
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}
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}
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always = yes
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}
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trigger_else = {
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always = no
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}
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}
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}
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}
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war_declarer_needs_hook_on_liege = {
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scope:actor = {
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top_liege != this
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liege != scope:recipient
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NAND = {
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government_allows = administrative
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liege = { government_allows = administrative }
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}
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NOT = {
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vassal_contract_has_flag = vassal_contract_war_override
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}
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OR = {
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AND = {
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liege = scope:recipient.liege
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liege = { has_realm_law_flag = vassal_internal_wars_banned }
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}
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liege = { has_realm_law_flag = vassal_all_wars_banned }
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AND = {
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has_realm_law = japanese_bureaucracy_2
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NOT = { government_allows = administrative }
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}
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}
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}
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}
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any_liege_or_above_is_participant_trigger = {
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save_temporary_scope_as = trigger_war
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$CHARACTER$ = {
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any_liege_or_above = {
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scope:trigger_war = { is_participant = prev }
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}
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}
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}
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can_use_conquest_cbs_trigger = {
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OR = {
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government_has_flag = government_is_tribal
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government_has_flag = government_is_clan
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_steppe_admin
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faith = { has_doctrine_parameter = conquest_cb_enabled }
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culture = { has_cultural_parameter = can_use_conquest_cbs }
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AND = {
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government_has_flag = government_is_japan_feudal
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has_realm_law = imperial_expansion_law
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}
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}
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}
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can_be_warrior_trigger = {
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is_available_quick = {
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adult = yes
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imprisoned = no
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incapable = no
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}
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tgp_is_ceremonial_liege_trigger = no
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OR = {
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $ARMY_OWNER$ }
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AND = {
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$ARMY_OWNER$.culture = { has_cultural_parameter = high_prowess_ignores_knight_restrictions }
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prowess >= 10
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}
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# Japan Onna-musha
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trigger_if = {
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limit = {
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#not for admin
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$ARMY_OWNER$ = {
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NOT = {
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government_allows = administrative
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}
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culture = { has_cultural_parameter = non_admin_close_family_non_martial_gender_knights_in_defensive_wars }
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}
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culture = { has_cultural_parameter = non_admin_close_family_non_martial_gender_knights_in_defensive_wars }
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}
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AND = {
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$ARMY_OWNER$ = { is_at_war_as_defender = yes }
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OR = {
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is_spouse_of = $ARMY_OWNER$
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AND = {
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is_close_family_of = $ARMY_OWNER$
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is_married = no
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}
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}
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}
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}
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}
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}
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can_be_knight_trigger = {
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is_available_quick = {
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ai = yes
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hostage = no
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}
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can_be_warrior_trigger = { ARMY_OWNER = $ARMY_OWNER$ }
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trigger_if = { # Admin governors cannot be knights
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limit = {
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$ARMY_OWNER$ = { government_allows = administrative }
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is_courtier = no
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}
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primary_title ?= {
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tier < tier_duchy
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trigger_if = {
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limit = { is_noble_family_title = yes }
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always = no
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}
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}
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}
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trigger_if = {
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limit = {
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$ARMY_OWNER$.culture = {
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has_cultural_parameter = minimum_prowess_for_knights
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}
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}
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prowess >= 12
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}
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trigger_if = {
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limit = {
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is_clergy = yes
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}
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OR = {
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faith = { has_doctrine_parameter = clergy_can_fight }
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culture = { has_cultural_parameter = culture_clergy_can_fight }
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AND = {
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$ARMY_OWNER$.culture = {
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has_cultural_parameter = high_prowess_ignores_knight_restrictions
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}
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prowess >= 10
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}
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}
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}
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OR = {
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AND = {
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$ARMY_OWNER$.culture = {
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has_cultural_parameter = high_prowess_ignores_knight_restrictions
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}
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prowess >= 10
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}
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has_trait = order_member # Order Members will fight for their faith even if their faith says no
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NOR = {
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has_trait = blind
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has_court_position = master_assassin_court_position #FP3 addition
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}
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}
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trigger_if = {
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limit = {
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exists = liege.diarch
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}
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this != liege.diarch
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}
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}
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# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
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can_be_commander_basic_trigger = {
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is_available_quick = {
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alive = yes
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adult = yes
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incapable = no
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hostage = no
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}
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NAND = {
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is_clergy = yes
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NOR = {
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has_trait = order_member # Order Members will fight for their faith even if their faith says no
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faith = { has_doctrine_parameter = clergy_can_fight }
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culture = { has_cultural_parameter = culture_clergy_can_fight }
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}
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}
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OR = { # You can always lead your own armies
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this = $ARMY_OWNER$
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can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $ARMY_OWNER$ }
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}
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trigger_if = {
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limit = { $ARMY_OWNER$ = { is_ai = yes } }
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is_ai = yes
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highest_held_title_tier < tier_hegemony
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}
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}
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# If you update one of the available triggers, update all of them. It's a lot better for performance to not have scripted triggers within scripted triggers when they're checked as often as these ones are.
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can_be_commander_now_trigger = {
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is_available_quick = {
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alive = yes
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adult = yes
|
||||
imprisoned = no
|
||||
travel = no
|
||||
}
|
||||
|
||||
OR = { # You can always lead your own armies
|
||||
this = $ARMY_OWNER$
|
||||
can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $ARMY_OWNER$ }
|
||||
}
|
||||
|
||||
trigger_if = {
|
||||
limit = { $ARMY_OWNER$ = { is_ai = yes } }
|
||||
is_ai = yes
|
||||
}
|
||||
|
||||
custom_description = {
|
||||
text = ALREADY_IN_ACTIVITY
|
||||
NOR = {
|
||||
exists = involved_activity
|
||||
has_variable = homage_liege_scope
|
||||
has_character_flag = meditation_character_flag
|
||||
has_character_flag = local_shrine_rite
|
||||
has_character_flag = petition_liege_character_flag
|
||||
has_character_flag = holding_court_character_flag
|
||||
is_being_visited_on_tour_strict = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
get_valid_commander_list_trigger = {
|
||||
any_vassal = {
|
||||
add_to_temporary_list = temp$LIST$
|
||||
}
|
||||
any_courtier = {
|
||||
add_to_temporary_list = temp$LIST$
|
||||
}
|
||||
|
||||
any_in_list = {
|
||||
list = temp$LIST$
|
||||
count = all
|
||||
can_be_commander_now_trigger = { ARMY_OWNER = scope:army_owner }
|
||||
|
||||
add_to_temporary_list = $LIST$
|
||||
}
|
||||
}
|
||||
|
||||
prisoner_gives_warscore_for_trigger = {
|
||||
save_temporary_scope_as = war_prisoner
|
||||
#Character getting war score is primary defender
|
||||
trigger_if = {
|
||||
limit = { $WAR$.primary_defender = $CHARACTER$ }
|
||||
$WAR$.primary_attacker = {
|
||||
OR = {
|
||||
this = scope:war_prisoner
|
||||
#player_heir_position = {
|
||||
#target = scope:war_prisoner
|
||||
#value <= 3
|
||||
#}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Character getting war score is primary attacker
|
||||
trigger_else_if = {
|
||||
limit = { $WAR$ = { primary_attacker = $CHARACTER$ } }
|
||||
$WAR$.primary_defender = {
|
||||
OR = {
|
||||
this = scope:war_prisoner
|
||||
#player_heir_position = {
|
||||
#target = scope:war_prisoner
|
||||
#value <= 3
|
||||
#}
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
using_non_ghw_holy_war_cb_trigger = {
|
||||
OR = {
|
||||
using_cb = minor_religious_war
|
||||
using_cb = religious_war
|
||||
using_cb = major_religious_war
|
||||
}
|
||||
}
|
||||
|
||||
using_holy_war_cb_trigger = {
|
||||
OR = {
|
||||
using_non_ghw_holy_war_cb_trigger = yes
|
||||
using_cb = undirected_great_holy_war
|
||||
using_cb = directed_great_holy_war
|
||||
}
|
||||
}
|
||||
|
||||
using_de_jure_cb_trigger = {
|
||||
OR = {
|
||||
using_cb = claim_cb
|
||||
using_cb = de_jure_cb
|
||||
using_cb = individual_county_de_jure_cb
|
||||
using_cb = individual_duchy_de_jure_cb
|
||||
using_cb = imperial_reconquest_cb
|
||||
using_cb = dismantle_holy_pretender_cb
|
||||
using_cb = dismantle_byz_pretender_cb
|
||||
using_cb = norman_conquest_cb
|
||||
using_cb = norwegian_invasion_cb
|
||||
}
|
||||
}
|
||||
|
||||
using_conquest_cb_trigger = {
|
||||
OR = {
|
||||
using_cb = county_conquest_cb
|
||||
using_cb = duchy_conquest_cb
|
||||
using_cb = ducal_conquest_cb
|
||||
using_cb = ireland_laudabiliter_conquest_cb
|
||||
using_cb = mongol_invasion_war
|
||||
using_cb = mpo_gok_onslaught_cb
|
||||
}
|
||||
}
|
||||
|
||||
using_hierarchical_cb_trigger = {
|
||||
OR = {
|
||||
using_cb = tribal_subjugation_cb
|
||||
using_cb = vassalization_cb
|
||||
}
|
||||
}
|
||||
|
||||
# In case is_civil_war is causing issues.
|
||||
using_civil_war_cb_trigger = {
|
||||
OR = {
|
||||
using_cb = independence_faction_war
|
||||
using_cb = liberty_faction_war
|
||||
using_cb = populist_war
|
||||
using_cb = claimant_faction_war
|
||||
using_cb = depose_war
|
||||
using_cb = refused_liege_demand_war
|
||||
using_cb = nation_fracturing_faction_war
|
||||
using_cb = peasant_war
|
||||
}
|
||||
}
|
||||
|
||||
special_invasion_cb_seize_land_in_region_trigger = {
|
||||
OR = {
|
||||
AND = { # For Duchies
|
||||
tier = tier_duchy
|
||||
OR = {
|
||||
# Title is in the specified region
|
||||
capital_vassal = {
|
||||
title_province = {
|
||||
geographical_region = $TARGET_REGION$
|
||||
}
|
||||
}
|
||||
# Title is owned by the current holder of the invasion's target kingdom
|
||||
AND = {
|
||||
holder ?= $TARGET_KINGDOM$.holder
|
||||
kingdom = $TARGET_KINGDOM$
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = { # For Counties
|
||||
tier = tier_county
|
||||
OR = {
|
||||
# Title is in the specified region
|
||||
title_province = {
|
||||
geographical_region = $TARGET_REGION$
|
||||
}
|
||||
AND = {
|
||||
holder ?= $TARGET_KINGDOM$.holder
|
||||
kingdom = $TARGET_KINGDOM$
|
||||
}
|
||||
}
|
||||
trigger_if = {
|
||||
# If our de jure liege is an existing duchy that would have been siezed in the duchy step, do not transfer the county (it has already been transferred).
|
||||
limit = {
|
||||
de_jure_liege ?= {
|
||||
exists = holder
|
||||
OR = {
|
||||
capital_vassal = {
|
||||
title_province = {
|
||||
geographical_region = $TARGET_REGION$
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
holder ?= $TARGET_KINGDOM$.holder
|
||||
kingdom = $TARGET_KINGDOM$
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
always = no
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
can_join_war_liege_vassal_check_trigger = {
|
||||
custom_description = {
|
||||
text = "basic_ally_can_join_because_liege_or_vassals"
|
||||
subject = $JOINER$
|
||||
|
||||
# actor is defender, attackers do not include recipient's liege or vassals
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$WARRIOR$ = { is_defender_in_war = scope:target }
|
||||
}
|
||||
$JOINER$ = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
# Diarchs can join against other vassals.
|
||||
NOT = { this ?= $WARRIOR$.diarch }
|
||||
}
|
||||
NOR = {
|
||||
any_liege_or_above = {
|
||||
is_attacker_in_war = scope:target
|
||||
}
|
||||
any_vassal_or_below = {
|
||||
is_attacker_in_war = scope:target
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# actor is attacker, defenders do not include recipient's liege or vassals
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
$WARRIOR$ = { is_attacker_in_war = scope:target }
|
||||
}
|
||||
$JOINER$ = {
|
||||
NOR = {
|
||||
any_liege_or_above = {
|
||||
is_defender_in_war = scope:target
|
||||
}
|
||||
any_vassal_or_below = {
|
||||
is_defender_in_war = scope:target
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# it's fine, whatever
|
||||
trigger_else = {
|
||||
always = yes
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pressing_claim_of_character_trigger = {
|
||||
custom_description = {
|
||||
subject = this
|
||||
object = $CHARACTER$
|
||||
text = pressing_claim_of_character_trigger_text
|
||||
save_temporary_scope_as = claim_presser
|
||||
any_character_war = {
|
||||
primary_attacker = scope:claim_presser
|
||||
claimant ?= $CHARACTER$
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is_religious_war = {
|
||||
OR = {
|
||||
using_cb = minor_religious_war
|
||||
using_cb = religious_war
|
||||
using_cb = major_religious_war
|
||||
using_cb = excommunication_war
|
||||
using_cb = undirected_great_holy_war
|
||||
using_cb = directed_great_holy_war
|
||||
}
|
||||
}
|
||||
|
||||
conquest_cb_holder_under_target_can_be_vassalized = {
|
||||
# If there is no holder they can't be vassalized!
|
||||
holder ?= {
|
||||
# We can only vassalize characters of a lower tier than us.
|
||||
highest_held_title_tier < scope:attacker.highest_held_title_tier
|
||||
# We can't vassalize Governors
|
||||
NOT = { government_has_flag = government_is_special_administrative }
|
||||
# Only (sub)vassals of the defender can be considered for transfer (no poaching vassals from 3rd parties without fighting them!)
|
||||
target_is_liege_or_above = scope:defender
|
||||
# *All* of a character's subrealm must be within the target area. If we're attacking for Jerusalem, we don't want to also be stealing parts of Egypt, Syria, etc.
|
||||
any_sub_realm_county = {
|
||||
count = all
|
||||
target_is_de_jure_liege_or_above = scope:target_title
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
religious_cb_holder_under_target_can_be_vassalized = {
|
||||
conquest_cb_holder_under_target_can_be_vassalized = yes
|
||||
|
||||
# Religious Tolerance Check
|
||||
scope:attacker.faith = {
|
||||
OR = {
|
||||
# For all Faiths, if the attacker views this vassal's faith more favorably than the defender does, they are 'liberated' and become vassals under the attacker.
|
||||
# For example, if Catholics are crusading against Ash'aris(viewed as Evil), any Messalian vassals (viewed as Hostile) will become vassals under the Catholic attacker.
|
||||
faith_hostility_level_comparison = {
|
||||
prev.holder.faith < scope:defender.faith
|
||||
}
|
||||
|
||||
# Pluralist faiths always attempt to preserve vassals if possible, even if the vassal follows an Evil faith.
|
||||
has_doctrine_parameter = pluralism_pluralistic_holy_wars_preserve_vassals
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
desirable_for_capture_trigger = {
|
||||
OR = {
|
||||
is_playable_character = yes
|
||||
any_parent = { always = yes }
|
||||
any_spouse = { is_playable_character = yes }
|
||||
any_close_family_member = { is_playable_character = yes }
|
||||
diplomacy >= very_high_skill_rating
|
||||
martial >= very_high_skill_rating
|
||||
stewardship >= very_high_skill_rating
|
||||
intrigue >= very_high_skill_rating
|
||||
learning >= very_high_skill_rating
|
||||
has_trait = lifestyle_physician
|
||||
has_trait = lifestyle_mystic
|
||||
}
|
||||
}
|
||||
|
||||
can_use_viking_invasion_cbs_trigger = {
|
||||
trigger_if = { # Conquerors go for neighbors, no need to go overseas
|
||||
limit = {
|
||||
has_trait = conqueror
|
||||
is_ai = yes
|
||||
}
|
||||
always = no
|
||||
}
|
||||
trigger_else_if = {
|
||||
limit = {
|
||||
has_fp1_dlc_trigger = yes
|
||||
}
|
||||
can_use_viking_invasion_cbs_dlc_trigger = yes
|
||||
OR = {
|
||||
#If the host has fp1, then we want Scandis to beat each other up and export the losers overseas, not form huge overseas empires themselves.
|
||||
capital_province = {
|
||||
NOT = { geographical_region = world_europe_north }
|
||||
}
|
||||
#Players are under no restrictions.
|
||||
is_ai = no
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
has_fp1_dlc_trigger = no
|
||||
can_use_viking_invasion_cbs_dlc_trigger = yes
|
||||
}
|
||||
}
|
||||
|
||||
can_use_viking_invasion_cbs_dlc_trigger = {
|
||||
culture = { has_innovation = innovation_longboats }
|
||||
faith = { has_doctrine = tenet_warmonger }
|
||||
any_sub_realm_county = { is_coastal_county = yes }
|
||||
trigger_if = {
|
||||
limit = { is_ai = yes }
|
||||
prestige >= 75
|
||||
OR = {
|
||||
top_liege = this
|
||||
primary_title.tier >= tier_kingdom
|
||||
}
|
||||
NOT = {
|
||||
any_liege_or_above = {
|
||||
NOT = {
|
||||
faith = { has_doctrine = tenet_warmonger }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
coastal_or_neighboring_county_trigger = {
|
||||
OR = {
|
||||
is_coastal_county = yes
|
||||
any_neighboring_county = {
|
||||
holder = {
|
||||
target_is_same_character_or_above = $CHARACTER$
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Non-vikings will for the AI just assert it's legal, as the target titles should already have fallen back to only allowing land and sea borders
|
||||
neighboring_county_or_viking_conquest_trigger = {
|
||||
OR = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
$CHARACTER$ = {
|
||||
can_use_viking_invasion_cbs_trigger = yes
|
||||
}
|
||||
}
|
||||
is_coastal_county = yes
|
||||
OR = {
|
||||
$CHARACTER$ = { is_ai = no }
|
||||
is_neighbor_to_realm = $CHARACTER$
|
||||
$CHARACTER$ = {
|
||||
NOT = {
|
||||
any_sub_realm_title = {
|
||||
tier = tier_county
|
||||
NOT = {
|
||||
is_connected_to = {
|
||||
target = $CHARACTER$.capital_province.county
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
trigger_else = {
|
||||
$CHARACTER$ = { is_ai = no }
|
||||
}
|
||||
any_neighboring_county = {
|
||||
holder = {
|
||||
target_is_same_character_or_above = $CHARACTER$
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
valid_struggle_cb_target_trigger = {
|
||||
any_neighboring_county = {
|
||||
holder = { target_is_same_character_or_above = $CHARACTER$ }
|
||||
}
|
||||
}
|
||||
|
||||
prisoners_of_war_trigger = {
|
||||
OR = {
|
||||
scope:defender = {
|
||||
any_prisoner = {
|
||||
OR = {
|
||||
this = scope:war.primary_attacker
|
||||
scope:war.primary_attacker.primary_title = {
|
||||
place_in_line_of_succession = {
|
||||
target = prev
|
||||
value <= 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#Prisoners of attackers
|
||||
scope:attacker = {
|
||||
any_prisoner = {
|
||||
OR = {
|
||||
this = scope:war.primary_defender
|
||||
scope:war.primary_defender.primary_title = {
|
||||
place_in_line_of_succession = {
|
||||
target = prev
|
||||
value <= 3
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
# Used for checking if a captured combatant is worth war-score.
|
||||
character_is_potential_valuable_prisoner = {
|
||||
OR = {
|
||||
this = scope:primary_siege_attacker
|
||||
this = scope:primary_siege_defender
|
||||
is_heir_of = scope:primary_siege_attacker
|
||||
is_heir_of = scope:primary_siege_defender
|
||||
}
|
||||
}
|
||||
|
||||
religious_war_vassals_constraints = {
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:attacker = { top_liege != this }
|
||||
}
|
||||
scope:attacker = {
|
||||
NOT = { character_is_land_realm_neighbor = scope:defender }
|
||||
}
|
||||
scope:defender = { top_liege = this }
|
||||
}
|
||||
trigger_else = {
|
||||
always = no
|
||||
}
|
||||
}
|
||||
|
||||
herders_and_tributary_constraints = {
|
||||
trigger_if = {
|
||||
limit = { exists = scope:defender }
|
||||
scope:defender = {
|
||||
save_temporary_scope_as = recipient # done for is_a_herder_defender_tt
|
||||
NOR = {
|
||||
custom_tooltip = {
|
||||
text = is_a_herder_defender_tt # herders can't fight
|
||||
government_has_flag = government_is_herder
|
||||
}
|
||||
is_tributary_of_suzerain_or_above = scope:attacker # can't fight your tributaries or your tributaries' tributaries
|
||||
}
|
||||
# You cannot attack your Confederation buddies tributaries
|
||||
trigger_if = {
|
||||
limit = {
|
||||
suzerain != this
|
||||
scope:attacker = { is_confederation_member = yes }
|
||||
suzerain = { is_confederation_member = yes }
|
||||
}
|
||||
NOT = { scope:attacker.confederation = suzerain.confederation }
|
||||
}
|
||||
}
|
||||
scope:attacker = { # Tributaries cannot attack their Suzerain or Suzerain's Confederation buddies
|
||||
NOR = {
|
||||
is_tributary_of_suzerain_or_above = scope:defender # can't attack your own suzerain
|
||||
trigger_if = {
|
||||
limit = {
|
||||
suzerain != this
|
||||
scope:defender = { is_confederation_member = yes }
|
||||
suzerain = { is_confederation_member = yes }
|
||||
}
|
||||
# if you have a suzerain who's part of a confederation, you may not attack any of its members
|
||||
scope:defender.confederation = suzerain.confederation
|
||||
}
|
||||
}
|
||||
}
|
||||
#Mandala Vassals shouldn't attack their Liege's Tributaries
|
||||
trigger_if = {
|
||||
limit = {
|
||||
scope:attacker = {
|
||||
is_independent_ruler = no
|
||||
liege ?= { government_has_flag = government_is_mandala }
|
||||
}
|
||||
}
|
||||
NOT = {
|
||||
scope:defender = { is_tributary_of = scope:attacker.liege }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
feudal_clan_tribal_conquest_constraints = {
|
||||
OR = {
|
||||
AND = {
|
||||
tier = tier_county
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = tribal_holding
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
AND = {
|
||||
tier > tier_county
|
||||
any_in_de_jure_hierarchy = {
|
||||
tier = tier_county
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = tribal_holding
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
scope:attacker = {
|
||||
NOR = {
|
||||
government_has_flag = government_is_tribal
|
||||
government_has_flag = government_is_nomadic
|
||||
}
|
||||
short_term_gold < 200
|
||||
OR = {
|
||||
AND = {
|
||||
government_has_flag = government_is_special_administrative
|
||||
short_term_gold < 700
|
||||
this != top_liege
|
||||
}
|
||||
any_sub_realm_county = {
|
||||
title_province = {
|
||||
OR = {
|
||||
has_holding_type = tribal_holding
|
||||
has_holding_type = nomad_holding
|
||||
has_holding_type = herder_holding
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue